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Supplement 2: Terran Advanced Training Manual

Contents Chapter 1: Introduction ...... 6 Chapter 2: Character Options ...... 7 New Backgrounds ...... 7 Dead Man’s Rock...... 7 Korhal ...... 8 Mind Wiped ...... 8 Moria ...... 9 Noble Born ...... 9 Sara Colonist ...... 9 Tarsonis ...... 10 New Specializations ...... 10 Specializations ...... 10 Cutthroat ...... 10 Diplomat ...... 11 Engineer ...... 11 Warrior ...... 11 New Advanced Specializations...... 12 Advanced Specializations ...... 12 Agent of the Old Families ...... 12 Colonial Marshal ...... 12 Kel-Morian Guild Lieutenant ...... 12 Moebius Researcher ...... 12 Raynor’s Raider ...... 13 Sanctioned Wrangler ...... 13 Spectre ...... 13

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Umojan Shadowguard...... 13 Wing Commander ...... 13 Group Identities ...... 14 How Group Identities Work ...... 14 Changing Group Identity ...... 14 Group Identities List ...... 15 Adventurers ...... 15 Archeologists ...... 15 Core World Gang ...... 16 Dominion Marine Squad ...... 16 Fringe Explorers ...... 17 Galactic Pirates ...... 18 Kill Team ...... 18 Local Marshals ...... 19 Mercenary Crew ...... 19 Private Sector Operatives ...... 20 Prospectors ...... 20 Raynor’s Raiders Liberators ...... 21 Research Crew ...... 22 Shadowguard Cell ...... 22 Smugglers ...... 23 Terrorist Cell ...... 23 Chapter 3: New Talents ...... 24 Talent Descriptions ...... 27 Chapter 4: New Equipment ...... 34 Item Traits ...... 34 New Weapons ...... 35 Pistols ...... 35 Rifles ...... 35 Heavy Weapon ...... 35 Explosives ...... 36 Melee ...... 36

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Weapon Details ...... 36 New Ammunition ...... 39 Ammunition Details ...... 40 New Armor ...... 41 Armor Details ...... 41 New Gear ...... 43 Gear Details ...... 43 Chapter 5: New Powers ...... 45 Pyromancy ...... 45 Chapter 6: New Game Mechanics ...... 49 Playing the Academic: Intellectual Solution ...... 49 Item Crafting ...... 50 Crafting Basics ...... 50 Crafted Items ...... 51 Space Combat ...... 55 Dog Fighting ...... 56 Bombing Run ...... 57 Warp Jump ...... 58 Hazardous Vehicle Terrain ...... 58 New Adventuring Skill ...... 58 Survival (willpower) ...... 59 Chapter 7: Terrans ...... 60 Terran NPCs...... 60 Academic ...... 60 Aristocrat, Lesser...... 60 Aristocrat, Senior ...... 61 Cadet ...... 62 Colonial Marshal ...... 62 Combat Pilot, Ace ...... 63 Combat Pilot, Veteran ...... 63 Crime Lord ...... 64 Firebat ...... 65

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Ghost, Senior Operative ...... 66 Laborer ...... 67 Marine Elite ...... 68 Marine Elite Captain...... 69 Military Scientist ...... 70 Naval Officer ...... 70 Reaper ...... 71 Rogue Psychic ...... 72 Shipman ...... 73 Spectre ...... 74 Wrangler ...... 75 Premade Terran Vehicle Statistics ...... 76 Banshee ...... 76 Crucio Siege Tank ...... 77 Dropship ...... 78 Goliath ...... 79 Hellbat ...... 80 Hellion ...... 81 SCV ...... 82 Thor ...... 83 Viking, Fighter Mode ...... 84 Viking, Ground Assault Mode ...... 85 Vulture ...... 86 Wraith Superiority Fighter ...... 87 New Terran Vehicles ...... 88 Armored Personnel Carrier ...... 88 Boat ...... 88 Diamondback Tank ...... 89 Robo-Harvester ...... 90 Valkyrie Missile Frigate ...... 91 Warhound ...... 92 New Terran Robots ...... 94

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Advertising Artificial Intelligence ...... 94 Mobile Utility Lunar Excavator (MULE) ...... 95 Point Defense Drone ...... 96 Raven...... 97 Sentry Turret ...... 98 Synthetic ...... 99 Warbot, Heavy ...... 100 Warbot, Light ...... 101 Widow Mine ...... 102

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Chapter 1: Introduction The terran governments, the organized system of humans in the Koprulu Sector, live in constant danger. Terrorized by their own leaders, under lethal danger of aliens, and forced to inhabit a brutal section of space, the terran’s everyday life is one of struggle and bloodshed. To survive, they need the best training, and the greatest equipment.

This supplement is all about terran adventurers living their day to day struggles in a war torn sector. Inside are more origins for powerful characters, new options to build them, and hosts of powerful technology to help them survive and kill. Everything here is dedicated to the terrans, with rules not only to expand a character’s arsenal but expand the game play. New rules are included, allowing players to craft their own items, fight vicious space battles, and apply science to solve any obstacle.

Also included in this supplement are new vehicles and robots to include into campaigns, as well as a host of new iconic Starcraft non-player characters with premade statistics so they can easily be placed into a Starcraft campaign. Every aspect of a game including Terran characters is included here.

This supplement is weapon and your shield. To battle and glory, mighty heroes!

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Chapter 2: Character Options The section offers a wide new variety of options to further develop Terran characters. These new options include: specific home world backgrounds, where the character can gain benefits from originating from a specific world rather than faction; new specializations, allowing characters to start with a wider variety of starting abilities; and the new advanced specializations, which offer greater benefits but have heavier requirements, as they involve the players becoming an iconic position to the Starcraft setting. Finally, this chapter includes optional group identities where a group of players pledge themselves to a certain occupation and gain group benefits by gaining renown.

New Backgrounds The following a new character backgrounds that are much more specific than those listed in a Core Book. While generally more costly than other backgrounds, they all offer special traits much like purchasable specializations, and help a character determine their background and character identity. Dead Man’s Rock Characteristic Points: 14 Ability Score: +2 agility, +1 strength, +1 instinct Prowess Skill Points: Melee 1, Pistol 1, Defensive Training 1 Adventuring skill Points: Stealth 2, Athletics 1, Influence 1, Endurance 1 Special Ability (Noxious Home World): The character gains a +2 bonus to their Toxin Threshold, and gain a +2 bonus to their biological resistance, increasing by 1 point for every 5 points of Endurance. Description: Dead Man’s Rock is a frontier world that is used as a cosmic garbage dump. The planet is covered with the carcasses of old space ships, mountains of trash, and rivers of chemical overflow. The populace of this world is generally people who will lie, cheat, and steal to take what they need. People of Dead Man’ Rock are amongst the most ruthless in Terran space.

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Korhal Characteristic Points: 13 Ability Score: +2 willpower, +1 intelligence Prowess Skill Points: Pistol 1, Basic Land 1, Aerial 1, Mental Training 2 Adventuring skill Points: Influence 3 Wealth: +500 starting credits Special Ability (Prosperity): The character gains receives 50% more credits whenever they sell equipment. In addition, whenever buying an object with a price tag over 1,000 credits, the character can make a DC 15 Influence test. On a successful test, the item is 1% off, plus an additional percent per point over the DC they succeed by. For example, if the character rolls a 21 on their influence test, then the item is 6% off. This can only be done if the character has already decided to purchase the item, thus the purchase still goes through regardless of whether the test has succeeded. This represents money saved in the final transaction. Description: Korhal was originally one of the core worlds of the Terran Confederacy, and was well known for its riches and affluence. It was nuked after the planet rebelled against the Confederacy, now it has been repaired and serves as the crown world of the Dominion. Korhal has always been a wealthy world run by ambition and sharp traders, and Korhal natives know how to get the best deals, and tend to be a sharp, strong willed, group.

Mind Wiped Characteristic Points: 8 Ability Score: None Prowess Skill Points: None Adventuring skill Points: None Wealth: -250 starting credits Special Ability (Repressed Identity): The character has been mind wiped, and left without memories or identity. However, they have been left a fresh candidate for a new identity. At levels 2, 4, 6, 8, and 10, they gain 2 ability score points at level up rather than 1. Furthermore, every level until they reach level 10 they gain 6 prowess skill points and 3+ intelligence adventuring skill points. Description: Many people are mind wiped and have their individual identities and personalities erased, only to be replaced by a servile persona that is slave to their kidnappers. However, some people avoid the reprogramming state, and simply have their old identity removed. These people are a blank slate, able to become whatever person they want by the situations they are put in. They start out slowly, but their open mindedness allows them to become far more than the average individual, if they live long enough.

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Moria Characteristic Points: 13 Ability Score: +2 strength, +1 intelligence Prowess Skill Points: Melee 2, Durability 2 Adventuring skill Points: Athletics 2, Endurance 2, Science 2 Special Ability (Miner’s Heritage): When the character is dealing damage to objects and terrain, any time he deals a damaged condition the object is instead considered destroyed. In addition, the character has +4 rending value against all constructs. Description: Moria is the crown world of the Kel-Morian Combine, and one of the biggest resource nodes in the sector. Morian are used to the back breaking work of mining, and carving out a life scavenging resources from rocks and dirt. Most Morians are familiar with drills and mining technology in order to make their lives easier, and most are good at fixing and repairing, as well as destroying. Noble Born Characteristic Points: 13 Ability Score: +2 willpower, +1 intelligence Prowess Skill Points: Basic Land 1, Aerial 1 Adventuring skill Points: Influence 2, Lore2 Wealth: +1,000 starting credits Special Ability (Independently Wealthy): At the end of every week, the character is wired an amount of credits equal to 250 times their level. The money will accumulate in their account if they are unable to collect it. Description: The noble born are the spawns of the Terran aristocracy, including the scions of the Tarsonis Old Families, the Kel- Morian guilds, the leaders of the Umojan Protecorate, or the aristocrats of the Dominion. More than anything, they supplement their adventures with a strong stream of income from their families and organizations, creating adventurers that substitute raw wealth with natural talent. Sara Colonist Characteristic Points: 14 Ability Score: +2 strength, +1 instinct, +1 willpower Prowess Skill Points: Melee 1, Rifle 1, Durability 2, Mental Training 2 Adventuring skill Points: Athletics 1, Endurance 2 Wealth: -250 starting credits Special Ability (Enduring Populace): The character gains a +5 bonus to Endurance tests to resist gaining fatigue, and gain a +2 bonus to their resistance, increasing by 1 point for every 5 points of Endurance. Description: Sara Colonists are the citizens that reside in the planets of Mar Sara or Chau Sara. They are tough individuals, whose endurance and steadfastness allows them to survive under the hot sun, making a living for themselves. They tend to be uncaring and oblivious to larger politics, more focused on day to day survival. Many a great adventurer has come from these worlds, as the environment breeds hardy warriors.

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Tarsonis Characteristic Points: 12 Ability Score: +1 willpower, +1 intelligence,+1 instinct Prowess Skill Points: Pistol 1, Basic Land 1, Aerial 1, Defense Training 1 Adventuring skill Points: Influence 2, Lore 2 Wealth: +250 starting credits Special Ability (Competitive Spirit): The character gains a special combat augmentation usage of the Influence skill. This exactly as the Lore combat augmentation effects, except it can only be applied against Terran opponents, and uses Influence instead of Lore. Description: Tarsonis was the core world of the all-powerful Terran Confederacy. Ruled by the often corrupt Old Families, it was an aggressive expansionist stellar empire. The people of Tarsonis are well versed at dealing with other Terrans, as the greedy and controlling nature of the Confederacy pushed its individuals to take whatever they could.

New Specializations This section offers new specializations that can be used by a character. These specializations can either be chosen at character creation or through the purchase of the Extra Specialization talent. Specializations

Cutthroat Characteristic Points: 9 Ability Score: +1 agility Talent: Sneak Attack, Stalker Prowess Skill Points: Melee 2 Adventuring skill Points: Stealth 2 Special Ability (Throat Slitter): Whenever the character uses the sneak attack talent with a melee weapon, the target suffers an amount of bleed damage every round equal to ½ the number of prowess points they have in Melee.

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Diplomat Characteristic Points: 9 Ability Score: +1 willpower Talent: Dissuade, Distraction Adventuring skill Points: Influence 3, Leadership 1 Special Ability (Open Negotiations): At the break out of an encounter, before any damage has been dealt, the character can try to open negotiations with both parties of the conflict. They make a single influence test against all intelligent enemies and all allies who want to fight, DC 10+ resolve. If all of the checks succeed, then both parties enter aggressive negotiations rather than all out conflict. In this negotiation, the character can try to come to a peaceful arrangement or trade, to avoid a fight. Note this ability cannot be used against constructs, creatures, or lethal aliens such as Zerg. If any of the checks fail, then negotiations fail to occur. Engineer Characteristic Points: 10 Ability Score: +1 intelligence Talent: Structural Weakness Adventuring skill Points: Science 2, Computers 2 Special Ability (Fast Turret): The engineer has created a portable turret that he can quickly set up and control in combat. Setting up the turret is a full-round action, and it can be place in any square adjacent to them. The engineer can fire the turret as a minor action, and can do so from remote up to 15 squares away. The turret counts as being fired by the character for the purpose of attack bonus, damage, and all other combat values. The turret counts as a Gauss Assault Rifle. It increases in tier on levels 4, 8, 12, and 16. It counts as an Autoturret construct for its statistics when it is attacked. The turret can be dismantled as a standard action. Warrior Characteristic Points: 11 Ability Score: +1 instinct Talent: Weapon Mastery (any) Adventuring skill Points: Tactics 2, Endurance 2 Special Ability (Galactic Warrior): The character is a true warrior at heart, born and raised for the fires of combat. The character gains 6 Prowess Points on every level up rather than 5.

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New Advanced Specializations This section offers new advanced specializations that can be used by a character. These specializations cause the character to take on certain iconic positions in the Starcraft Universe, and many of them are faction based. To take each of the specializations, the character must fulfill the requirements, which mostly involve loyalty or membership to a single faction. Advanced Specializations

Agent of the Old Families Requirements: Must be a paid henchmen in service and good standing with an Old Family of Tarsonis Special Ability (Bribery): Any obstacle can be overcome by passing credits and invoking the name of the Old Families. Any challenge, including arrest, over powering a security guard, or buying off a government agent, can be overcome through bribery. This involves either a DC 15, 20, or 25 influence test to coerce an individual into taking a bribe, determined by the GM, and costs an amount of credits equal to 20x the DC. Special Ability (Benefactor’s Mark): When hunting a target that has been marked by the character’s benefactor, the character gains a +2 to all adventuring skill checks while in an encounter with that individual, gains +4 to all combat influence tests against the individual, and +4 rending against that target. Colonial Marshal Requirements: Must be declared as a marshal or deputy of a colonial town or territory Special Ability (I am the Law): With any successfully damaging pistol or rifle attack against a human enemy, the character can reduce the final damage dealt by half, to instantly make a Demand Surrender combat influence test against the target with a bonus equal to the damage dealt by the attack. Special Ability (This is My Town): When the character is defending their designated territory against intrusion or attack, they gain a +4 to initiative bonus, cannot be surprised, and gain a number of temporary hit points on the start of each of their rounds equal to their willpower score. Kel-Morian Guild Lieutenant Requirements: Must be an officer is one of the Kel-Morian mining guilds, must have the Kel-Morian Combine background option Special Ability (Requisition Supplies): Once per week, the Guild Lieutenant can try to requisition supplies from the guild. This requires a DC 15 Influence test, with the DC increase by 1 for every 1,000 credits of supplies the character is trying to requisition. The supplies are loaned to the character for an amount of time determined by the GM, which they must be returned at the end of that time. If they are not returned, then the character will have to pay back their guild for an equal cost amount. If they fail to pay in an amount of time determined by the GM, they will lose this Advanced Specialization and possibly be hounded by bounty hunters and mercenaries. Special Ability (Blast Foreman): The character is good at coordinating their associates in blast zones. The character gains a new combat augmentation usage of the Leadership skill, with the following effect.

Tactic DC 15 DC 20 DC 25 Blast Zone Allies gain +3 bonus to their Allies gain +6 bonus to their Allies gain +9 bonus to their acrobatics test to evade acrobatics test to evade acrobatics test to evade explosions explosions explosions Moebius Researcher Requirements: Must be a respected scientist in the employ of the Moebius group Special Ability (Xeno Research): The character gains +5 to all Lore checks, including Combat Augmentation checks, regarding to biological aliens. In addition, their Lore combat augmentation checks against such targets have no maximum level; they continue increasing at standard increments with exceptionally high skill checks. Special Ability (Chemistry): When having access to a fully staffed laboratory, the character can spend an hour to create chemicals. These can be any of the chemicals in the Equipment chapter of the core book except for Terrazine or any of the poisons mentioned in this book. Creating the chemicals requires a DC 10 science check, with every 5 they complete the check by creating another dosage of chemicals.

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Raynor’s Raider Requirements: Must be a respected member of the Raynor’s Raiders resistance movement Special Ability (Strong Willed): The character gains a passive +2 bonus to their resolve, which increases to +5 to resist the Demand Surrender function of the combat influence skill. Special Ability (Bulwark of the Defenseless): The raiders know they are the last defense of the innocent, and everyone in their number has to be worth half a dozen of their enemies. The character can sacrifice a point of healing threshold as a free action on their turn. In exchange, they gain a number of bonus hit points equal to their level plus their strength. All damage taken is subtracted from these hit points first. These hit points last until used up or the end of combat. Sanctioned Wrangler Requirements: Must be a respected sanctioned psychic hunter for the Terran Confederacy or Dominion Special Ability (Practiced Latent ): The character gains power as a latent psychic wrangler. Their maximum Psi Level increases to 4, and they gain the Psychic Block psychic power. Furthermore, they can pick psychic powers from the Augmentation or Cloaking psychic schools. Special Ability (Psychic Hunter): The sanctioned wrangler knows how to protect itself from rogue . They gains a +5 bonus to their Psionic damage resistance, and gain a +2 bonus to all their defenses against the offensive powers of psychics. Spectre Requirements: Must have the Ghost Specialization, must have regularly consumed Terrazine for a period of months, have been addicted to Terrazine, or is currently addicted to Terrazine Special Ability (Expanded Psionic Potential): The character upgrades to the next tier of psychic. Therefore, Basic Telepaths become Advanced Telepaths, Advanced Telepaths become Telekinetic, and Telekinetic becomes Psychokinetic. Special Ability (Terrazine Addiction): The Spectre’s are addicted to Terrazine, but do not suffer the drawbacks from using Terrazine, although they still suffer the withdrawal symptoms. A spectre who overcomes the addiction looses access to their Spectre class features until they become addicted again. Umojan Shadowguard Requirements: Must be a respected member of the Umojan Shadowguard Special Ability (Shadow Steps): The character takes no penalty to sneaking while moving or running. In addition, the character can make sneak attack without breaking stealth, and can even sneak attack out in the open without anyone realizing they were the shooter. Special Ability (Veil of Shadows): If the character is a psychic, they can enact the Cloaking power without needing the requisite armor. Special Ability (Subversion): If the character is not a psychic, they can make DC 5+ target’s resolve influence test as a standard action to a nearby target. If the check is successful, then character counts as being cloaked against that target until the start of their next turn, allowing them to hide and possibly sneak away, or maybe line up a sneak attack. Wing Commander Requirements: Must be a leader of an aerial combat wing Special Ability (Champion of the Stars): The character gains a +4 bonus to all pilot tests while in a dog fight. Special Ability (Squad Formation): The character guides a special leadership function to use while in space combat or a dog fight. This applies to all applicable allies that the character can communicate with via communication systems. Tactic DC 15 DC 20 DC 25 (requires Expert Leadership) Squad Formation Every ally in a dog fight gives a Every ally in a dog fight gives a Every ally in a dog fight gives a +1 defense bonus in a dog fight +2 defense bonus in a dog fight +3 defense bonus in a dog fight (maximum +2 defense bonus) (maximum +4 defense bonus) (maximum +6 defense bonus)

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Group Identities Group Identities are a new idea for character development. For a group identity, all the players decide together what type of organization they belong to, and what purpose their groups serves. This can vary as greatly as a party of individuals can. For example, the party could be a squad of marines serving the Dominion, or operatives acting on behalf of a powerful and greedy corporation. They could be part of a criminal syndicate, or local marshals overseeing the safety of their charges.

Group Identities is an optional rule that players do not need to adopt, but can give extra abilities and traits to a coordinated party that all wants to be part of a coherent unit. Talk to your players about the options of having a shared Group Identity. If all of the players cannot agree on a unifying theme, then perhaps it is best the group goes without an identity. How Group Identities Work The party should choose a group identity when they create their characters. Every member of the group gains the Default Benefit for being a member of that type of group. In addition, the group has a level of renown in their chosen profession. By default, their renown level should be equal to their average party level.

Special circumstances might cause the parties renown level go up or down. Usually, this happens on the success or failure of a particularly important mission. As renown is based largely on experience and reputation, the success of a particularly important mission should increase the party’s renown level by 1. Conversely, failure of an important mission could have disastrous consequences to a party’s reputation, and result in their reputation going down by 1. A single mission should never increase or decrease a renown level by 1, and such missions should only come along once every 2-5 levels.

As the party’s renown level reaches certain intervals, it unlocks rewards and bonuses for the group. The party gains the Proven benefit when their renown level reaches 4, the Distinguished benefit when their renown level reaches 8, the Professional benefit when their renown level reaches 12, and the Galactic Renown benefit when reaching 16.

If the party ceases to follow or meet the requirements for a group identity, they lose all benefits of that identity. If the party’s renown level drops below a threshold for gaining a certain benefit, they lose all benefits of that renown level. For example, if a party is at 8 renown level, they have the distinguished benefit. If their renown goes down to 7 from a failed mission, they would lose all distinguished benefits until their renown goes back up. Changing Group Identity The party should not look to change their group identity very often, if ever. If they do, the costs are steep. Upon leaving a certain identity, their group loses all benefits gained, even the default benefits. Afterwards, it still takes a standard month to start a new identity. Even once they do, their starting renown level is only equal to ½ their average party level. This occurs every time they switch identities, even when they switch back to identities they previously occupied. This represents the party having to build their reputation back up every time they quit the job.

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Group Identities List

Adventurers Requirements: None Ideology: Adventurers are a group of individuals who travel the stars looking for danger and excitement. They risk their lives on a daily basis for wealth and glory. Adventurers are a very generic group that doesn’t focus on any particular goal, and spend their time doing anything from bounty hunting, salvaging, assassinations, diplomacy, mercenary work, treasure hunting, or just about anything else that might be required of them. Adventurers often work for specific benefactors who provide them with work. Many adventurers have no permanent home, except perhaps their personal vehicle or hotel of choice. Restrictions: There are no restrictions for adventurer companies. Mission Types: The missions that adventurers go on are varied, and can be anything. Different groups of adventurers may specialize in different manner of missions. However, every mission that is assigned to a group of adventurers should be dangerous, worth substantial reward, and be outside the ability of common citizens. Conversely, some missions that adventurers go on they assigned to themselves. These missions are still worth renown as long as a successful completion earns the players fame and respect. Benefits Default Benefit: Unskilled adventurers have nothing to show for themselves, until they begin to prove their worth. Proven Benefit: Proven adventurers have a reputation to call upon when dealing with others. They gain a +2 bonus to influence tests to persuade or befriend, and can ask for more money when performing a job. Proven adventurers earn 50% more credits when performing a task for a benefactor. Distinguished Benefit: Distinguished adventurers have proven themselves in the crucible of battle and no how to work as team. For every member of an adventuring team in an encounter together, every member gains +1 initiative. Furthermore, distinguished adventurers earn 100% more credits when completing a mission. Professional Benefit: Professional adventurers are highly sought after, and are often endorsed by powerful benefactors. Upon reaching this level, one of the party’s more generous benefactors awards the players a space transport, which they can customize with up to 50,000 credits worth of upgrades. The players are allowed to keep the transport as long as they continue to perform missions in good standing with their benefactor. Galactic Renown Benefit: Adventurers of a galactic renown are well known, not only to their friends, but feared amongst their enemies. Enemies in an encounter with the adventurers automatically gain 1 negative morale marker at the start of each of their turns. In addition, the adventurers can charge whatever rates they want for their services, earning an additional 200% more credits whenever they perform a mission.

Archeologists Requirements: Every member of the group must have one of the following qualities: Intelligence 4, Novice Lore, or the Academic specialization. Ideology: Archeologists are individuals who dig up evidence of passed cultures and alien races. These individuals travel to distant worlds and remote backwaters to excavate and analyze old cultures and artifacts. Most of this is for the sake of knowledge and understanding, and to satisfy the human curiosity of comprehending the universe. These archeological expeditions often bring such characters in contact with alien tombs and technology, fierce wild animals, and enemies hoping to protect hidden knowledge. Restrictions: Archeologists must constantly venture on archeological expeditions, at least once per level gained, in order to keep their benefits. Mission Types: Missions for archeologists are generally to search a certain area for fragments of knowledge. Sometimes there is something there, sometimes there is not. Other times, archeologists will be called to uncover, or recover, something specific from a ruin or dig site. Benefits Default Benefit: Trained archeologists count their lore skill master as one step higher than ordinary. Characters with novice lore, for example, would count as having journeyman lore instead, for the purpose of lore checks and requirements. Proven Benefit: Proven adventurers have a reputation to call upon when dealing with others. They gain a +2 bonus to influence tests to persuade or befriend, and can ask for more money when performing a job. Proven adventurers earn 50% more credits when performing a task for a benefactor. Distinguished Benefit: Veteran archeologists understand alien technology and biology better than most. Distinguished archeologists receive no penalty for using intelligence based skills on alien technology, or when using the medicine skill on beings with an alien biology. Furthermore, thanks to their understanding of alien psychology, archeologists receive a +2 bonus

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on influence checks against aliens, such as protoss. Finally, characters know who to give alien artifacts to, and gains +100% profit when dispensing alien artifacts as a commodity. Professional Benefit: Professional Archeologists know how to apply their mastery of knowledge. Such groups gain a new combat augmentation function of the Lore skill, as described below. Tactic DC 15 DC 20 DC 25 (requires Expert Lore) How to Make them Character gains 2 penetration Character gains 4 penetration Character gains 6 penetration Hurt with attacks against target with attacks against target with attacks against target Galactic Renown Benefit: Archeologists of galactic renown are the masters of history and understanding in the sector, and have been around long enough that they know how to apply such knowledge. Archeologists at this level can apply two uses of the Lore combat augmentation to a single target, both applied at the result of a single lore check.

Core World Gang Requirements: None Ideology: The major metropolises of the core worlds are rife with a criminal underbelly. These individuals work together in gangs, where they pool their power for greater profit to be exploited from the city. The party is a crew inside one of these exploitive enterprises. Restrictions: Gangsters must follow the whims and instructions of their superiors within the gang, and must have a constant criminal presence within the city or region their gang is based out of. Mission Types: Gangsters are constantly trying to work to increase the profits of their illegal enterprises. Gang members might be asked to rob individuals, burgle homes, take hostages, run extortion rackets, roughhouse those who don’t pay, or any many of unsavory task of the like. Benefits Default Benefit: Even the most novice gangsters where symbols of their gangs, which serve as beacons to their unsavory nature. Gangsters gain +2 to influence tests to intimidate or interrogate, against anyone who knows what there gang is. Proven Benefit: Proven gangsters know the ins and outs of their home town. They gain a +4 bonus to influence, stealth, and perception tests when inside the home town of their gang. Distinguished Benefit: Distinguished gangsters have proven their mettle to their superiors, and are not easily replaced. Gangsters at this level can, with their benefactors help, either buy or break their way out of prison. Doing this costs 1,000 credits for a minor offense, up to 10,000 credits or higher for a major offense (Game Master’s discretion). Professional Benefit: Professional gangsters have climbed the food chain in the criminal underworld, and are usually taking leadership positions in their gangs or beginning their own organizations. Professional gangsters are never surprised in an encounter, and are able to take a full-round action when surprising someone else, rather than just a standard action. Galactic Renown Benefit: Gangsters of galactic renown are crime lords whose names and deeds are known throughout the sector. Their very presence causes fear in their enemies and loyalty in their minions. Enemies in an encounter with one or more members of this gang gain 1 negative morale marker each turn. Furthermore, due to their network of contacts, these gangsters hire henchmen at only 25% the normal cost.

Dominion Marine Squad Requirements: Every member of the squad is a member of the Dominion Marine Corps, or the military of another similar government. One character in the party must have the Novice Leadership skill level Ideology: The Marine Corps often has their members work in squads of a limited few individuals that are sent on missions. These squads are expected to obey any command given to the best of their ability, and follow at their instructions. Every one of these squads is led by a commanding officer, who is instructed to lead their men towards the objective, or discipline them when necessary. Restrictions: Members of a Dominion Marine Squad (or whatever government they are aligned with) live very structured lives. They do not get the option to turn down a mission, and must follow any task they are assigned, no matter how little they like it or how dangerous it is. Failure to comply results in termination, or possible incarceration. Mission Types: Marine squads are deployed on a wide variety of missions and task, ranging from patrol duties, assassinations, hostage rescue, securing an objective, or any other military-minded goal. Rarely are these mission of a non-violent nature. Benefits Default Benefit: In a marine squad, one character is dedicated as the squad sergeant, chosen from one of the characters with Novice Leadership or better. When members of the squad are under the sergeant’s leadership combat augmentation, they gain +2 to their tactics skill.

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Proven Benefit: Proven marines are trained to use more advanced equipment, and undergo training to use CMC powered armor. Everyone in the squad gains the Powered Armor Training talent, and a free CMC-200 suit of powered armor. Distinguished Benefit: Distinguished marines have proven their ability to follow orders. The squad sergeant is promoted to lieutenant. While members of the squad are under one of the lieutenants leadership combat augmentations, they count their instinct as 2 higher for the purpose of ranged attack overages. Professional Benefit: Professional squads are the elites of the marine corps, and their names are well known for their formidable prowess. The squad lieutenant is promoted to captain, giving him greater authority than ever before. Squad members who are under the effect of the captain’s leadership skill can activate two functions of the tactics skill with a single combat augmentation activation. Galactic Renown Benefit: Soldiers of galactic renown are peerless combatants who have showed their mettle in combat a hundred times over. The squad captain is promoted to major, if not higher. When the major uses his leadership combat augmentation over his squad, he applies the Rally effect in addition to one other leadership bonus, both effects made with the same dice roll. In addition, he can provide all of his leadership effects to any ally, not just members of his squad.

Fringe Explorers Requirements: None Ideology: Explorers are individuals who travel through the depths of space and across unexplored continents trying to fill in the blank edges of the map. Oftentimes, they team with prospectors and colonists to find new places to settle or search for resources. These individuals often hire explorers for these very purposes. Restrictions: There are no restrictions for explorers Mission Types: Explorers are usually called upon to search and scope out an area. They are usually tasked with finding out what is in an area, what may pose a threat, or what may be useable. Other times, they are tasked with simply finding a location, such as a planet that isn’t on a star map, or a space wreckage that has floated off. Benefits Default Benefit: Explorers need to know how to survive and find the things they are looking for. Trained explorers count their survival and perception’s skill mastery as one step higher than ordinary. Characters with novice survival, for example, would count as having journeyman survival instead, for the purpose of survival checks and requirements. Proven Benefit: Proven explorers know they need to make the best out of their supplies, and keep a keen eye out for their goals. Proven explorers can reroll failed perception tests, and take the better result. In addition, power cells used by the explorers last 100% longer than normal, due to optimal usage of the batteries. Distinguished Benefit: Distinguished explorers are usually granted their own ship so they can better complete their missions. Upon reaching this level, one of the party’s more generous benefactors awards the players a space transport, which they can customize with up to 50,000 credits worth of upgrades. The players are allowed to keep the transport as long as they continue to perform missions in good standing with their benefactor. Professional Benefit: Professional explorers have been all over the sector and beyond, and are well known. Due to their varied exploits, these explorers gain +4 to their influence checks to persuade against sapient aliens. Furthermore, these characters ignore all effects of concealment, but not total concealment. Galactic Renown Benefit: Explorers of galactic renown know every nook and cranny in the galaxy, and can survive any environment. These explorers never need to take endurance checks to resist gaining fatigue points while in a hazardous environment. Furthermore, they gain +2 to their energy resistance.

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Galactic Pirates Requirements: Must have some way of attacking passing ships Ideology: Pirates are airborne bandits that attack passing ships to steal their cargo or the ships themselves. Some of these goods they keep for themselves, while others they pass off to black market clients for a profit. Pirates are a menace to the galaxy, but they are capable of making a handy profit when successful. Restrictions: Pirates are criminals, and anyone following this profession is likely wanted by the authorities. Mission Types: The typical pirate mission involves taking a ship, either while grounded or while flying by. Sometimes they are required to take something specific off the ship, while other times they are just supposed to salvage whatever can find. Benefits Default Benefit: Pirates know how to bully others into submission. Pirate characters gain a +2 bonus to influence tests to intimidate or interrogate others. Proven Benefit: Pirates know the vulnerable spots on vehicles, and how to land the most debilitating hits. Whenever a pirate of this level lands a crippling wound to a vehicle, they deal +1 crippling wound point. Distinguished Benefit: Distinguished pirates are usually granted a personal freighter by one of their clients to better aid in their tasks. Upon reaching this level, one of the party’s more wealthy clients awards the players a space transport, which they can customize with up to 50,000 credits worth of upgrades. The players are allowed to keep the transport as long as they continue to perform missions in good standing with their client. Professional Benefit: Professional pirates are masters of the art of the ambush, and know how to take their prey unawares. Professional pirates are never surprised in an encounter, and are able to take a full-round action when surprising someone else, rather than just a standard action. Galactic Renown Benefit: Pirates of galactic renown are the terrors of the space lanes, and often operate out of venerable capital ships, watching over legions of followers of their own. These pirates gains +1 power rating with all weapons mounted on vehicles. Furthermore, due to their extensive network of contacts, they are able to steal stolen merchandise at full value, rather than half value.

Ghost Kill Team Requirements: Every member of the squad must have the Ghost specialization, be subjected to a neural implant, and be loyal members of the Confederate or Dominion governments Ideology: Ghost Kill Teams are terrors, a peerless unit of elite psychic assassins. Assorted with the greatest gear and best training that could be afforded, kill teams are sent in when the mission requires brutal efficiency and remorseless carnage. Restrictions: Members of a ghost kill team live very structured lives. They do not get the option to turn down a mission, and must follow any task they are assigned, no matter how little they like it or how dangerous it is. Failure to comply is not an option, due to the neural implants. Mission Types: Ghost Kill Teams are sent on simple missions, usually to kill one or more individuals or perform acts of sabotage. They are sent in covertly, relying on stealth to surpass obstacles, and sneak in to kill the target without ever being detected. Benefits Default Benefit: Kill teams rely on being close, and being able to communicate silently. All members of the kill team gain Instinctive Telepathic Link with all other members of the kill team within 100 squares, as described in Chapter 7 of the Core Rulebook. Proven Benefit: Kill Teams specialize on being fast and efficient. Proven members of a kill team can activate a tactics combat augmentation as a free action, and the effect lasts for the remainder of the encounter, or for 5 minutes, whichever comes first. Distinguished Benefit: Distinguished are given additional leeway and freedom in completing their goals, and are upgraded to Operative Neural Implants. Professional Benefit: Professional kill-teams act with cold precision and peerless cooperation. Upon a member of the kill team activating the Cloaking psychic power, all other members of the kill team within line of sight can instantly activate Cloaking as a reaction. Galactic Renown Benefit: Kill Teams of galactic renown are likely still unknown to the larger galaxy, but their exploits are not. These individuals have left a bloody trail across the galaxy in their wake. To further increase their independence, Kill Team members are upgraded to Agent Neural Implants.

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Local Marshals Requirements: Every member of the squad is a member of the local law enforcement of your colony or settlement Ideology: Colonial Marshals are the law and last line of defense for a backwater settlement. These individuals are tasked with safeguarding their communities, keeping the peace, and upholding the law of the community. Restrictions: Local marshals are generally not supposed to leave their communities for extended periods of time. This is dereliction of duty, and usually calls upon the marshal being replaced. Also, marshals can be replaced by not fulfilling their duties, or for blatant and overt corruption. Mission Types: Marshal missions usually involve some type of town conflict, such as a crime, murder, encroaching beast or Zerg, or interference from another government or settlement. Their method of solving issues is generally up to them, as long as it is resolved for the communities benefit. Benefits Default Benefit: Even inexperienced marshals have legal authority in their town, and have the ability to give out tickets and make arrests. Abuse of these privileges will often find a marshal fired after ongoing offenses. Proven Benefit: Proven marshals now the lay of their land. They gain +4 to influence, perception, and stealth checks within their colony or with members of their colony. Distinguished Benefit: Distinguished Marshals are well respected by the community, and earn a daily pay on top of their other income. Every member of the marshal’s team earns 20 credits per renown level each day. In addition, they can buy any gear within their settlement at only 80% normal cost. Professional Benefit: Professional Marshals are the masters of their town, and are capable of defending it from any offense. Marshals are never surprised within their own town, and every round of an encounter they gain a bonus minor action every turn. Galactic Renown Benefit: Marshals of galactic renown have put their settlement on the map, and make their entire community a bastion of no-nonsense and order. When in an encounter within their town, or defending the populace of their town, a marshal gains 5 temporary hit points at the start of each of their turns. These temporary hit points do not stack if they are not spent. Mercenary Crew Requirements: None Ideology: Mercenaries are soldiers of fortune, fighters who live and die for credits. They fight for whoever pays them, and kill whomever they are told to kill. Some mercenaries are noble, and only fight for good ideals and righteous tasks. Others are no better than pirates and murderers. Restrictions: There are no restrictions for mercenary crews Mission Types: The missions that mercenaries go on vary, but are always dangerous enough that someone is paying good coin to have it done for them. Sometimes the tasks are legal, while sometimes more sketchy clients may have illegal tasks be performed for them. Benefits Default Benefit: Unskilled mercenaries have nothing to show for themselves, until they begin to prove their worth. Proven Benefit: Proven mercenaries quickly pick up training for more advanced equipment, and undergo training to use CMC powered armor. Everyone in the crew gains the Powered Armor Training talent. Distinguished Benefit: Distinguished mercenaries have proven their mettle, and can demand their own prices for jobs they go on. These mercenaries receive +50% credits from any job they perform, and gain +1 initiative for every member of their crew in an encounter. Professional Benefit: Professional mercenaries are individuals of skill and renown, who have a great reputation to call upon. These individuals have great suppliers of arms, and can buy specialty ammunition at no increased price from the base ammunition. This includes items such as hollow point bullets and U-238 rounds. Galactic Renown Benefit: Mercenaries of galactic renown are heroes of fortune, and are known throughout the sector. They are always in great demand for their services, and governments compete for their attention. These mercenaries gain +100% credits from completing any mission. Furthermore, when they kill a foe in an encounter, they gain 2 morale markers instead of 1.

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Private Sector Operatives Requirements: Must be in the employ of a wealthy individual or major corporation, ever member of the crew must have Novice Influence or 4 Willpower Ideology: Private Sector Operatives are individuals that follow the whims of a wealthy individual or company. They are charged with exercising the demanding wills of their superiors to make sure their goals are upheld and their profits steadily increase. Some examples of clients for an operative include an arms company, one of the Old Families of Tarsonis, or a Kel-Morian mining guild. Restrictions: Operatives must follow every command of their superiors in order to maintain their employment, and must put their benefactor’s interests above their own Mission Types: Operatives are tasked with any job that protects their benefactor, including corporate espionage, hunting down threats, serving as diplomats, recovering desired items, and more. These individuals tend to be paid very well. Benefits Default Benefit: As part of the corporate sector, operatives are paid very well. They make a daily income, equal to 30 credits per day per renown level. Proven Benefit: Proven operatives know how to get people to do what they want. They gain +4 to influence tests to deceive or persuade others. Distinguished Benefit: Distinguished operatives have proven themselves worthwhile investments, and are not easily replaced. Operatives at this level are bailed out of prison by their superiors, unless the crime is so heinous that they are not worth letting free. In addition, operatives can buy gear from their company or benefactor at 80% normal price. Professional Benefit: Professional Operatives know how to manipulate, how to con, and how to use people. When an operative uses a function of combat influence, they can have it affect one additional target beyond the default target. Galactic Renown Benefit: Operatives of galactic renown are likely leaders within their companies, or the right hand men of their benefactors. They swim in wealth, and are known to do anything to uphold their operations. Whenever an operative uses a combat influence attempt at an individual, they count as 1 morale level lower if it would decrease the difficulty of the check. Prospectors Requirements: None Ideology: Prospectors are groups that scout out new regions looking for resources, useable land, or salvage. While sometimes they search for themselves, most often they try to find resources for different corporations, settlements, or individuals. Prospecting is a major activity in the sector, and is in high demand for the growing terran colonization. Restrictions: There are no restrictions for prospectors Mission Types: Prospectors are usually called upon to find sources of minerals, gas, farmable land, salvage, or even alien artifacts and technology. Colonies rely on prospectors for the growth of their colonies, and pay handsomely for the discovery of new resource nodes. Benefits Default Benefit: Even novice prospectors have basic abilities to scout and evaluate their environments. Prospectors gain +2 to survival and perception skill checks. Proven Benefit: Proven prospectors have sharpened their skills and increased their contacts. They gain +4 to survival and perception skills, rather than +2. In addition, they know how to secure investors so they can scout for even more dangerous nodes. They can secure loans of up to 1,000 credits per renowned level, as long as they pay back their debts with 20% interest. Distinguished Benefit: Distinguished prospectors know how to make the best use of what they find. They receive twice normal credits when selling commodities. Professional Benefit: Proven prospectors are counted on to travel far and wide to find what their clients are looking for. Upon reaching this level, one of the party’s more wealthy benefactors awards the players a space transport, which they can customize with up to 50,000 credits worth of upgrades. The players are allowed to keep the transport as long as they continue to perform missions in good standing with their benefactor. Galactic Renown Benefit: What people want, you can get for them. Your reputation is known across the sector as the go-to individual to get what people want. Renowned prospectors earn triple normal profit from commodities, and earn 100% extra credits whenever they perform a mission.

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Raynor’s Raiders Liberators Requirements: Every member of the squad must be a member in good standing with the Raynor’s Raiders resistance movement Ideology: Jim Raynor formed the Raynor’s Raider resistance movement in the wake of the Brood War, dedicated to combating tyranny, protecting innocents, and saving lives. New members are always welcomed amongst the raiders, as long as they uphold the ideals of the organization. Restrictions: There are few restrictions for the Raiders, as long as individuals uphold the virtues of the organization. Mission Types: Jim Raynor assigns missions to his people depending on their individual skill sets, but everyone is expected to protect those in need, defend colonies, and fight the tyranny of the Dominion. Example missions include saving prisoners from a work camp, protecting a colony from a zerg invasion, or helping build the infrastructure of a new colony of free people. Benefits Default Benefit: Even new members of the organization get to call upon the Raider’s reputation. Members of the organization gain a +2 bonus to influence attempts to befriend or persuade. Proven Benefit: Proven members of the raiders get to call upon the organizations supply of gear at a reduced cost. Purchasing gear from the organization is only at 80% normal cost. Distinguished Benefit: Distinguished members of Raynor’s Raiders are very capable of excellent teamwork, and their presence inspires others. In an encounter, members of the group gain +1 initiative per Raider in the encounter. All allies in the encounter who are not a member of the raider’s gain a 1 positive morale markers each turn. Professional Benefit: Professional Raiders have been with the group a long time, and are empowered by a sense of righteousness. They purchase goods from the organization at 50% normal cost. In addition, they automatically and instantly increase their morale level upon receiving 3 positive morale markers, without having to check to increase morale or wait until the morale phase of an encounter. Galactic Renown Benefit: Raiders of galactic renown are heroes to the people, and are nearly as wanted by tyrannical governments as Jim Raynor himself. They are usually lieutenants within the organization. They automatically and instantly increase their morale level upon receiving 2 positive morale markers, without having to check to increase morale or wait until the morale phase of an encounter.

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Research Crew Requirements: Every member of the group must have one of the following qualities: Intelligence 4, Novice Science, or the Academic specialization. Ideology: Research Crews are teams dedicated to scientific exploration, and advancing technology or understanding of the universe. They are usually dedicated to advancing one degree of science, as set by the organization or by a benefactor that pays the bills. Restrictions: Research Crews must constantly work towards their scientific goals, at least once per level gained, in order to keep their benefits. Mission Types: Research crew missions are not always dangerous, and most involve crafting items, completing skill challenges to perform experiments, and answering questions for benefactors. Other times, field experience is required, where the scientists must recover samples from a field or test some dangerous equipment in a dangerous location. Benefits Default Benefit: Trained researchers count their science skill master as one step higher than ordinary. Characters with novice science, for example, would count as having journeyman lore instead, for the purpose of science checks and requirements. Proven Benefit: Proven scientists know how to maximize the effectiveness of any components they find. They gain +50% more crafting components whenever crafting components are found. Distinguished Benefit: Experienced scientists are leagues beyond their peers in their comprehension. Distinguished researchers count their science skill mastery as two steps higher than ordinary, and their medicine skill mastery one step higher than ordinary. Professional Benefit: Professional researchers are some of the best in their field, and have an unrivaled understanding of technological devices. When crafting items, created items require only 80% the normal components to be crafted. Galactic Renown Benefit: Researchers of this tier are the galactic experts of their degrees of science, and are highly sought for their expertise. All researchers gain the Intellectual Solution special trait of the academic. Any character who already has that trait, instead gains the Awesome Attributes (intelligence) talent.

Shadowguard Cell Requirements: Every member of the team must have the Umojan Protectorate background, and have at least 4 Willpower Ideology: Shadowguard are the espionage specialists of the Umojan government. They spy on rival nations, seek out threats to the government, or act as government ambassadors to foreign societies. They are required to act in a professional and disciplined manner, and are held to very high standards. Restrictions: Shadowguard are government agents and live very structured lives. They do not get the option to turn down a mission, and must follow any task they are assigned, no matter how little they like it or how dangerous it is. Failure to comply with orders results in possible termination. Mission Types: Shadowguard are usually sent on missions that spy on their rivals, such as getting the blueprints of new technology or sabotage a factory churning out experimental war machines. They might also deal with local trouble, such as a crime lord gaining power, or be used to treat with nearby Protoss forces. Benefits Default Benefit: Shadowguard are compensated for their dangerous duties. Each member of the cell receives 20 credits per day per renown level they have with the organization. Proven Benefit: Shadowguard are trained to be quick, subtle, and manipulative. They receive +2 to all influence, perception, and stealth checks. Distinguished Benefit: Distinguished shadowguard have proven their worth, and are able to requisition supplies from the home base, even when out in the field. Once per week, they can request that 100 credits per renown level worth of supplies are dropped to their location. These supplies arrive after 12 hours or less, depending how far they are away from the main government. Professional Benefit: Professional shadowguard are the operators of the night, and have their delicate fingers in operations all over the sector. Their bonus to influence, perception, and stealth checks increases to +4, and their requested gear packages increases to 200 credits worth of supply per renown level. Galactic Renown Benefit: Shadowguard of this caliber are unknown to the even their enemies, but have subtly influenced the galaxy in their favor over their long careers. These shadowguard gain the Hide in Plain Sight trait of the infiltrator specialization. Any character who already have that trait instead gains the Awesome Attributes (agility) talent.

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Smugglers Requirements: None Ideology: Smugglers are individuals that move merchandise from one location to another illegally. Their cargo is usually anything that the government does not want relocated or passed around, such as drugs, weapons, alien artifacts, slaves, or similar commodities. Smugglers are paid to move one location to another without being detected. Restrictions: None Mission Types: Smugglers sole purpose is the moving of merchandise without the goods being impounded by authorities. Smugglers might start out moving drugs from their seats on a passenger shuttle, while more influential smugglers might move large amounts of illegal weapons on their own ship, avoiding crowded shipping lanes. Benefits Default Benefit: Smugglers need to know how to manipulate, to avoid being caught. Smugglers gain a +2 bonus to influence tests to deceive or persuade others. Proven Benefit: Smugglers know how keep their piloted crafts under the radar. They count their vehicles as two size categories smaller for the purpose of stealth checks to notice their vehicles. They also receive +50% credit rewards from missions they complete. Distinguished Benefit: Distinguished smugglers are usually granted a personal freighter by one of their clients to better aid in their tasks. Upon reaching this level, one of the party’s more wealthy clients awards the players a space transport, which they can customize with up to 50,000 credits worth of upgrades. The players are allowed to keep the transport as long as they continue to perform missions in good standing with their client. Professional Benefit: Professional smugglers have a reputation to get the job done, no matter how tricky the move. They receive +100% credits from completed missions. Furthermore, their bonus to deceive and persuade checks increases to +4. Galactic Renown Benefit: If they have it, you can move it. Renowned smugglers are well known in criminal circles as the best, and can move merchandise no matter the cargo or the hurdle. These individuals are often ace pilots in their own regard as well. Vehicles the smugglers pilot count as two sizes smaller for determining defense.

Terrorist Cell Requirements: None Ideology: Terrorists hate government and successful individuals, and dedicate themselves to enacting a campaign of sabotage and terror against those they despise. These petty individuals kill innocents, sabotage operations, and do everything they can to destabilize the organization that vexes them. Restrictions: Terrorists are criminals, and anyone following this profession is likely wanted by the authorities. Mission Types: The typical terrorist mission usually involves planting an explosive in a critical location, or killing a key individual. The more collateral damage and people affected the better. More critical missions might involve sabotaging star ships or political assignations. Benefits Default Benefit: Terrorists are trained to be subtle in their operations. Hidden explosives they plant gain +10 to their stealth DC, making them harder to notice. Proven Benefit: Proven terrorists are known for their brutality and violence, and lack of regard for human life. They gain +2 to influence tests to intimidate or interrogate. Distinguished Benefit: Distinguished terrorists have spent enough time around bombs to know how to make them cheap. When constructing explosives, they require only 75% the normal amount of components. Professional Benefit: Professional terrorists have dedicated their lives to spreading terror, anarchy, and mayhem. In an encounter, they gain 2 positive morale markers when they kill an enemy in an explosion. Galactic Renown Benefit: Terrorists of this level are notorious and detested individuals, and are often the subject to worldwide manhunts. However, their notoriety inspires a great deal of fear. Intelligent enemies in an encounter with a terrorist cell start encounters at low morale level. However, when an enemy kills a member of the terrorist cell, they gains 1 bonus morale marker on top of their normal benefits.

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Chapter 3: New Talents This section offers a wide variety of new talents for characters to pick up and flesh out their characters. Many of these talents allow a player to expand on their background or specialization, and will require certain options to have been selected at character creation. Others expand on the new Psionic powers in this book, or additional options for vehicle pilots.

Talent Requirements Bonus Alert Senses Disciplined Warrior advanced +4 perception, no penalties from concealment or total specialization concealment Alone and Alive Survivor specialization Can spend healing threshold instantly to recover small amounts of hit points Anything is Possible Inspirational Commander Gives allies under character’s leadership bonus hit advanced specialization points when killing enemies Barterer Core Citizen background Goods below 5x level are free Best and the Brightest Unite Earth Directorate On level up, gain 1 additional prowess skill point background Brain Lock Psionic Assassin advanced Use a standard action to psionically stun a target specialization Booming Power Latent Psychic advanced Character becomes an Advanced Telepath specialization Bully Enforcer advanced Combat influence tests to taunt automatically succeed specialization Careful Handling Demolitionist specialization Planted explosives are more accurate, explosives lose the unstable quality.= Comforting Presence Leader specialization Nearby allies receive +4 morale bonus Competitive Nature Core Citizen background Receives a 5% bonus to expierence Corrupt Dealings Tarsonis background Character sells goods for +50% price Deep Drilling Kel-Morian background Character gains +2 penetration with all weapon attacks Diplomatic Immunity Diplomat specialization Cannot be attacked as long as character does not attack, combat influence still allowed Disassemble Journeyman Science Can disassemble items to gain 50% of their core components. Double Whirlwind Battle Acrobat advanced When dual-wielding can make a whirlwind attack with specialization both weapons Education Academic specialization +1 adventuring skill point per level Educated Background Umojan Protectorate Counts as one mastery level higher for all skills background Evasive Hover Journeyman Pilot Bonus to defense and acceleration rating with flyers and hover craft -Improved Evasive Hover Expert Pilot, Evasive Hover Increased bonus to defense and acceleration rating with flyers and hovercraft Execution Ghost, Cuthroat, or Assassin Character can check to instantly kill an unaware target specialization Explosive Assembly Line Battlefield Engineer advanced Creates twice as many items when crafting explosives specialization Fast on their Feet Skirmisher specialization Move speed increased by 1 Fitting In Personality specialization, +5 bonus to befriending and usage of the Dissuade Dissuade talent talent Forced Recovery Battle Psychic advanced Can sacrifice healing thresholds to lose energy fatigue specialization from using psychic powers Galactic Champion Warrior specialization Heal 10 hit points after slaying enemy Guarded Mind Renegade Psychic specialization Resistant to psychic damage and powers, harder to detect by psychics

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Talent Requirements Bonus Guided Step Battle Acrobat or Recon Infantry +4 defense on any turn that you move advanced specialization Guild Favors Moria background Pays half the normal quest when hiring labor and henchmen Gun Down Journeyman Pilot Deal bonus damage per positioning point in a dog fight -Improved Gun Down Expert Pilot, Gun Down Deals even more bonus damage per positioning point in a dog fight Hardy Survivor specialization +3 healing threshold Heavy Metal Journeyman Pilot Piloted vehicles gain +4 toughness and damage threshold -Improved Heavy Metal Expert Pilot, Heavy Metal Piloted vehicles gain +8 toughness and damage threshold Heavyset Kel-Morian background +1 strength and maximum strength Henchmen Aristocrat advanced Character is always protected by two Hardskin specialization Mercenaries Hypnotic Suggestion Mentalist advanced Can use Compel as a minor action with no energy specialization, Compel psychic fatigue cost power Improved Great Speaker Personality specialization, Great Can apply multiple combat influences on a single Speaker target, at the cost of effecting additional targets Improved Shield Ally Guardian specialization Moves further when using shield ally, can intercept area attacks Improved Versatility Terran Instantly gains 5 prowess skill points Improvised Upgrade Battlefield Engineer advanced Can give a weapon a temporary weapon upgrade specialization In Control Ace Pilot advanced Can make a DC 20 pilot test to avoid losing control of a specialization vehicle, no matter the circumstances Inheritance Noble Born background Instantly receives 20,000 credits times level Invisible Mind Psionic Assassin advanced Can use psionic skill instead of steath for checks specialization stealth checks Juggernaut Brute specialization When brought below half hit points, gains temporary hit points equal to strength Knee Breaker Enforcer advanced Can use demand surrender for free, with a bonus, specialization after dealing a crippling wound Knock Out Infiltrator or Recon Infantry Can make a test to knock an unaware target specialization unconscious Medical Personnel Medic specialization Cannot be attacked as long as character does not attack, medicine tests still allowed Mental Mastery Mentalist advanced All telepathic tests automatically succeed, unless specialization targeting a psychic or someone with Resolute talent; telepathy attacks gain +4 accuracy More for the Effort Fringe Colonies background Instantly gains 2 ability score points Now is the Time Tactical Command advanced All allies under leadership effects can instantly make a specialization shift action when character kills an enemy One Shot; One Kill Sniper specialization When aiming and firing a single shot with a rifle, attack gains 4 rending Order of Action Field Officer or Tactical Characters on same team can swap initiatives before Commander advanced encounter begins, no character can swap initiative specialization more than once Perfect Shot Gentleman Marksman advanced Can spend a move action to aim to gain double benefit specialization

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Talent Requirements Bonus Phantom Step Ghost specialization Can instantly add PL to move speed and defense at the cost of fatigue Power Shot Sniper specialization When aiming and firing a single shot with a rifle, attack does knockdown if surpassing toughness Precision Blasting Demolitionist specialization Explosive burst attacks gain +5 penetration Psionic Force Battle Psychic specialization Damaging psionic powers deal +5 damage Pyrokinesis Focus Terran psychic capable of using Ongoing energy damage from being set on fire by Pyrokinesis pyrokinetic power increases by 4 -Improved Pyrokinesis Focus Pyrokinesis Focus Ongoing energy damage from being set on fire by pyrokinetic power increases by 8 -Greater Pyrokinesis Focus Improved Pyrokinesis Focus Ongoing energy damage from being set on fire by pyrokinetic power increases by 12 Rapid Triage Medic specialization First aid attempts can be made as a move action Rationalization Academic specialization Combat influence attempts are made as if the target was at neutral morale, unless current morale level is more beneficial Reassuring Presence Field Officer or Inspirational All allies under character’s leadership effect can reroll Command advanced failed morale tests specialization Regained Memories Mind Wiped background Character instantly gains 1,000 experience. Scavenger Dead Man’s Rock background Find 20% more components when searching for components, and only lose 30% components when failing to assemble an item Second Turret Engineer specialization The character has access to two turrets Self-Righteousness Korhal background Character is immune to Demand Surrender and Terrorize, but -5 resolve against Taunt Sharp Turn Pilot specialization +10 to pilot checks to make hard turns, and +4 defense when making hard turns Shrug it Off Brute specilization 5 points of damage from every attack is not applied until the end of the turn Skirmisher Step Skirmisher specialization Ignores all opportunity attacks from a single target Steady as She Goes Ace Pilot Piloted vehicles gain +10 toughness and damage threshold Steady under Pressure Commando advanced Can emergency evade without any penalty specialization Stunning Kick Commando advanced Can kick to interrupt adjacent enemy ranged attacks, specialization psionic powers, or combat influence Subversion Umojan Protectorate Can use combat influence to cause a single target to background lose agility bonus to defense and suffer -2 damage threshold against a single ally Survivalist Fringe Colonies background, Can substitute survival for perception or endurance Journeyman Survival while outdoors Tactical Training Soldier specialization Tactics effects do not have a limited duration Tight Formation Guardian specialization Nearby allies gain +2 toughness Turncoat Aristocrat or Demagogue Can force an enemy to fight as an ally after using advanced specialization Demand Surrender on them Uncompromising Leadership Leader specialization Leadership effects do not have a limited duration Undo Brainwashing Demagogue advanced Can use telepathy to undo a psychic enchantment specialization Undying Defiance Veteran advanced specialization +5 bonus to resolve against hated foe’s abilities Universal Training United Earth Directorate Counts as being every specialization for unlocking background talents Untapped Potential Renegade Psychic specialization Can unlock higher tiered powers than normal available

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Talent Requirements Bonus Vehicle Mastery Pilot specialization Bonus increases to +4 with specific vehicle War Scars Veteran advanced specialization +2 damage threshold, +1 healing threshold, +1 damage resistance Weak Spot Assassin or Gentlemen Attacks against constructs can gain +6 rending, but all Marksman advanced crippling wounds go against subsystems specialization Weapon Expertise Soldier specialization Character picks a specific weapon, gaining +4 prowess points instead of +2 with that weapon Wraith Form Spectre advanced specialization Performing a standard action while cloaking does not reveal character Zen Marksmanship Disciplined Warrior advanced Character gains ½ willpower to ranged damage while specialization aiming Zerg Invasion Victims Sara background +10 perception to spot zerg burrows, +2 rending against zerg, zerg are vulnerable to some of the character’s combat influence attempts

Talent Descriptions Below is the detailed description of all of the new talents in the game.

Alert Senses Brain Lock Requirements: Disciplined Warrior advanced specialization Requirements: Psionic Assassin advanced specialization Benefit: The character gains a +4 bonus on all perception Benefit: The character can spend a standard action to tests, and takes no attack penalties from being freeze a target’s mind, making a telepathy attack against concealment or total concealment, even concealment the target. If the attack hits, the target is stunned for 1 resulting from being blinded. round. Any target can only be affected by this power once per day. Alone and Alive Requirements: Survivor specialization Booming Power Benefit: The character can expend a healing threshold as a Requirements: Latent Psychic advanced specialization free action to instantly recover a number of hit points Benefit: The character had more latent psychic potential equal to their strength plus their willpower plus their level. than originally anticipated. The character becomes an Advanced Telepathy rather than a Basic Telepath. Anything is Possible Requirements: Inspirational Commander advanced Bully specialization Requirements: Enforcer advanced specialization Benefit: When this character kills an enemy, all allies can Benefit: The character does not need to make a combat under the effect of their leadership gain a number of influence test to taunt a target; such checks automatically bonus hit points equal to ½ their ranks in leadership. This succeed. This does not allow combat influence to be used effect can only occur once per round. against targets that are immune to such effects, however.

Barterer Careful Handling Requirements: Core Citizen background Requirements: Demolitionist specialization Benefit: The character is used to buying and reselling Benefit: All explosives the character uses loose the goods to get the best price. All items below 5x the Unstable weapon quality, and all explosives placed by the character’s level are considered free to purchase. character, such as land mines, gain a +5 accuracy bonus Ammunition is only free if the total amount of ammunition when they are set off. purchased in a day is cheaper than 5x the character’s level. Comforting Presence Best and the Brightest Requirements: Leader specialization Requirements: United Earth Directorate background Benefit: All allies of this character within 10 squares gain a Benefit: The character gains 1 additional prowess skill +4 morale bonus while this character is alive and standing. point every level, to a total of 6, effecting past, present, and future levels. Competitive Nature Requirements: Core Citizen background

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Benefit: Ambition and the desire to best the competition is ranks into Lore would gain be considered Expert level in inherent to the character’s nature. The character gains a Lore instead of Journeyman for the purposes of what skill +5% bonus on all experience gained, applied after dividing functions they can perform and what talents they qualify the experience between each player character. for.

Corrupt Dealings Evasive Hover Requirements: Tarsonis background Requirements: Journeyman Pilot Benefit: The character is used to backchannel dealings and Benefit: While the character is piloting a flying or hover making trades that a legitimate businessman would frown vehicle, their vehicle gains a +2 bonus to defense as long upon. When selling commodities, the character gains a as they moved and all such vehicles that the character +50% bonus on resell price thanks to corrupt business pilots increase their acceleration rating by 4. practices. Execution Deep Drilling Requirements: Ghost, Cuthroat, or Assassin specialization Requirements: Kel-Morian background Benefit: While cloaked or stealth, the character can choose Benefit: The Kel-Morians know how break through rock, to rapidly assassinate an unaware target with a melee people, and governments alike. The character gains +2 weapon. The character makes a d20+ melee skill test penetration value with all melee and ranged weapon against a target’s toughness. If the check succeeds, the attacks. target instantly dies without ever knowing what happened. This causes no noise, although others might see Diplomatic Immunity the blood spray. If the check is failed, the target is aware Requirements: Diplomat specialization of them and no damage is done. This ability cannot be Benefit: Humanoid enemies will not attack the diplomat as performed on targets that are in fully enclosed armor and long as there are other combatants on the battlefield, and therefore have no vital locations exposed. the diplomat does not make hostile actions against the participants. The character is allowed to make Combat Explosive Assembly Line Influence actions, but targets can make a DC 25 willpower Requirements: Battlefield Engineer test to attack them anyway if they do. Benefit: When this character uses item crafting to create explosives, he creates two explosives for every one he Disassemble creates, costing no additional time or components. Requirements: Journeyman Science Benefit: The character can disassemble an item at a Fast on their Feet workstation for the crafting components. Doing this Requirements: Skirmisher specialization requires the same time and DC as creating the item of that Benefit: The character permanently increases both their type and tier. If the check is successful, the character gains shift speed and all of their movement speeds by 1 square. 50% of the components of each type used to create the item. If the check fails, the item is destroyed and the Fitting In components are lost. Requirements: Personality specialization, Dissuade talent Benefit: The character gains a +5 bonus to influence tests Double Whirlwind to befriend targets, and gains a +5 bonus to combat Requirements: Battle Acrobat advanced specialization influence attempts to use the Dissuade talent. Benefit: While the character is dual-wielding while using the whirlwind specialization ability, they can make two Forced Recovery attacks, one with each weapon, at no penalties at every Requirements: Battle Psychic advanced specialization target within the area. Benefit: The character can sacrifice a healing threshold to recover energy fatigue. By sacrificing one of their daily Education healing thresholds, the character instantly recovers Requirements: Academic specialization strength x2 energy fatigue. This can be performed as a Benefit: The character gains +1 adventuring skill point per minor action. level. This effects all past, present, and future levels. Galactic Champion Educated Background Requirements: Warrior specialization Requirements: Umojan Protectorate background Benefit: Upon killing an enemy or reducing an enemy to 0 Benefit: The character has a quality education, and makes hit points, the character instantly recovers 10 hit points. better use of their knowledge than those from other This does not use up a healing threshold, but cannot bring worlds. The character counts as being one skill tier higher the character above their normal maximum hit points. than normal for all skills, both for the purpose of requirements and capabilities, but not actually increasing Greater Pyrokinesis Focus the skill. For example, a character with this talent and 6 Requirements: Improved Pyrokinesis Focus

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Benefit: When the character sets an enemy on fire using a Requirements: Mentalist advanced specialization, Compel pyrokinesis psychic power, the ongoing energy damage psychic power from being on fire increases by 12. This replaces Improved Benefit: The character can use the Compel psychic power Pyrokinesis Focus. as a minor action that does not require any energy fatigue.

Guarded Mind Improved Evasive Hover Requirements: Renegade Psychic specialization Requirements: Expert Pilot, Evasive Hover Benefit: The character cannot be detect by wranglers or Benefit: While the character is piloting a flying or hover others with psychic detection, unless they are within 5x vehicle, their vehicle gains a +4 bonus to defense as long the PL of the detecting entity squares of them. In addition, as they moved and all such vehicles that the character the character gains a +4 bonus to defenses against pilots increase their acceleration rating by 8. This replaces telepathic attacks, and +4 Psionic damage resistance. the Evasive Hover talent.

Guided Step Improved Great Speaker Requirements: Battle Acrobat or Recon Infantry advanced Requirements: Personality specialization specialization Benefit: Instead of affecting multiple targets with a single Benefit: The character gains a +4 bonus to defense as long combat influence, the character can affect a single target as they moved on their turn. with multiple combat influences. This uses up one additional combat influence target per each type of Guild Favors combat influence piled on a single target. Requirements: Moria background Benefit: The character has a close link to the guilds at Improved Gun Down Moria, and has quick access to hired labor. When the Requirements: Expert Pilot, Gun Down character rents personnel, such as enforcers, hardskin Benefit: When the character is initiated in a space combat mercenaries, or assassins, the character only has to pay dog fight, they gain an additional +10 damage per half the normal cost. positioning point on the target, on top of normal bonuses. This replaces the Gun Down talent. Gun Down Requirements: Journeyman Pilot Improved Heavy Metal Benefit: When the character is initiated in a space combat Requirements: Expert Pilot, Heavy Metal dog fight, they gain an additional +5 damage per Benefit: When the character is piloting a vehicle, that positioning point on the target, on top of normal bonuses. vehicle gains a +8 bonus to toughness and damage threshold. This replaces Heavy Metal. Hardy Requirements: Survivor specialization Improved Pyrokinesis Focus Benefit: The character gains +3 healing threshold. Requirements: Pyrokinesis Focus Benefit: When the character sets an enemy on fire using a Heavy Metal pyrokinesis psychic power, the ongoing energy damage Requirements: Journeyman Pilot from being on fire increases by 8. This replaces Pyrokinesis Benefit: When the character is piloting a vehicle, that Focus. vehicle gains a +4 bonus to toughness and damage threshold. Improved Shield Ally Requirements: Guardian specialization Heavyset Benefit: When using the Shield Ally ability, the character Requirements: Kel-Morian background can move their full move distance instead of their shift Benefit: The character has a bulky, muscular physique. The distance to intercept an attack, and can also move to character gains +1 strength and +1 maximum strength. intercept an area attack.

Henchmen Improved Versatility Requirements: Aristocrat advanced specialization Requirements: Terran Benefit: The character is always accompanied by two Benefit: The character instantly gains 5 prowess skill points Hardskin Mercenaries, who follow the character around that can be placed into any prowess skill, up to the normal and serve as their bodyguard. These bodyguards do not maximum. This talent can be purchased multiple times, level up and do not gain a share of the experience. If a each time granting the character 5 prowess skill points. bodyguard dies, a new one can be acquired by spending a week in a civilized area. Improvised Upgrade Requirements: Battlefield Engineer advanced Hypnotic Suggestion specialization

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Benefit: The character can make a science test to with the target, they can perform a silent takedown and temporarily give a weapon an upgrade without actually render the target unconscious without creating noise. The having the components or the upgrade. The Science DC is attacker gets a bonus to the check for every point of bonus 10+ the DC to normally install the upgrade. If the check unarmed damage they have from talents. If the check is fails it means that the weapon cannot be upgraded that failed, the target is aware of them and no damage is done. day. This is useable a number of times per day equal to ½ This ability cannot be performed on targets that are in fully intelligence. enclosed armor and therefore have no vital locations exposed. In Control Requirements: Ace Pilot advanced specialization Benefit: Whenever losing control of a vehicle, the Medical Personnel character can make a DC 20 pilot test. On a successful Requirements: Medic specialization check, the pilot does not lose control, no matter the Benefit: Humanoid enemies will not attack the medic as circumstances. However, the pilot must still be conscious long as there are other combatants on the battlefield, and and within the vehicle. the medic does not make hostile actions against the participants. The character is allowed to make Medicine Inheritance skill checks on allies, but targets can make a DC 25 Requirements: Noble Born background willpower test to attack them anyway if they do. Benefit: The character receives an inheritance based off of their family’s investments. The character is instantly wired Mental Mastery a number of credits equal to 20,000 times their current Requirements: Mentalist advanced specialization level. Benefit: All telepathic attacks the character makes automatically succeed unless the target is also a psychic or Invisible Mind has the Resolute talent. However, even in those cases the Requirements: Psionic Assassin advanced specialization character gain a +4 bonus to telepathic attacks. Benefit: The character is adept at using Psionics to interfere with their enemy’s perceptions. The character More for the Effort can use their Psionics skill instead of the Stealth skill for Requirements: Fringe Colonies background any stealth checks. Benefit: The character instantly gains 2 ability score points, which can be distributed into any ability score. Maximum Invisible Steps ability scores apply as normal. Requirements: Infiltrator specialization Benefit: As long as the character is not wearing powered Now is the Time armor, they make no noise when they move, and gain a Requirements: Tactical Commander advanced +10 bonus to stealth checks to sneak when hearing is a specialization factor. Furthermore, they can move at full speed while Benefit: When this character kills an enemy, they can crouched. instantly issue an order to all allies under the effect of their leadership functions. All effected allies can instantly Juggernaut make an immediate shift action, even though it is not their Requirements: Brute specialization turn. Benefit: Once per day, when the character is brought to below half of their maximum hit points, they gain a One Shot; One Kill number of temporary hit points at the start of each of Requirements: Sniper specialization their turns equal to their strength. This lasts for the rest of Benefit: When the character is aiming down a scope and the encounter. firing a single shot with a rifle, their attack gains +4 rending. Knee Breaker Requirements: Enforcer advanced specialization Order of Action Benefit: The character can automatically use Demand Requirements: Field Officer or Tactical Commander Surrender for free on a target after dealing a crippling advanced specialization wound with a melee weapon to them. The combat Benefit: After all of the characters roll for initiatives for an influence test gains a bonus equal 2x the number crippling encounter, any pair of characters on this character’s team wounds the target has. can swap their initiatives. This can be done as many times as chosen, but no character can swap initiatives more than Knock Out once. Requirements: Infiltrator or Recon Infantry specialization Benefit: While cloaked or stealthed, the character can Perfect Shot choose to rapidly knock a target unaware target Requirements: Gentleman Marksman advanced unconscious. If they can succeed an opposed strength test specialization

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Benefit: This character can spend a move action to aim instead of a minor action. If they do, they gain double the Scavenger normal bonus for aiming to accuracy. Requirements: Dead Man’s Rock background Benefit: The character knows how to make the best out of Phantom Step any salvage that they find. When finding components for Requirements: Ghost specialization crafting, the character finds 20% more of each type of Benefit: The character can choose as a free action to add component. In addition, when the character fails to their Psi Level to their movement speed and defense for assemble an item, they only loose 30% of the components one turn, but gain +2 fatigue points. spent to assemble the item.

Power Shot Second Turret Requirements: Sniper specialization Requirements: Engineer specialization Benefit: When aiming and making a single attack with a Benefit: The character now has access to two turrets, and sniper rifle or gauss sniper rifle, if the attack surpasses the can have both set up simultaneously. target’s defense and toughness, the target is knocked down. Self-Righteousness Requirements: Korhal background Precision Blasting Benefit: The character’s innate self-righteousness makes Requirements: Demolitionist specialization them impossibly stubborn, but incredibly easy to taunt. Benefit: All explosive burst attacks dealt by this character The character is immune to Demand Surrender and gain +5 penetration. Terrorize combat influences, but takes a -5 penalty to resolve against the taunt Combat Influence. Psionic Force Requirements: Battle Psychic advanced specialization Sharp Turn Benefit: All of the character’s damaging psychic powers Requirements: Pilot specialization deal +5 damage, regardless of the charge or individual Benefit: The character gains a +10 bonus to all pilot checks power effect. to make hard or extreme turns, and their vehicle gains a +4 bonus to defense on any turn they make a hard or Pyrokinesis Focus extreme turn. Requirements: Terran Psychic capable of using Pyrokinesis Benefit: When the character sets an enemy on fire using a Shrug it Off pyrokinesis psychic power, the ongoing energy damage Requirements: Brute specialization from being on fire increases by 4. Benefit: Whenever the character takes damage from an attack, 5 points from each attack are not applied Rapid Triage immediately, and instead go into a separate pool. At the Requirements: Medic specialization start of the character’s next turn, they take all of the Benefit: The character can make first aid attempts as a damage they ignored over the previous turn. This allows move action instead of a standard action. them to survive longer while waiting for medical attention.

Rationalization Skirmisher Step Requirements: Academic specialization Requirements: Skirmisher specialization Benefit: All targets of the characters combat influence Benefit: When moving, the character can choose to ignore attempts always count at being neutral morale level at all opportunity attacks that would arise from a single best for the purpose of combat influence attempts. target. This does not reduce the character’s movement speed. Reassuring Presence Requirements: Field Officer or Inspirational Commander Steady as She Goes advanced specialization Requirements: Ace Pilot advanced specialization Benefit: All characters under the effect of this character’s Benefit: All vehicle’s in the Ace Pilots chosen category gain group tactics or leadership combat augmentations can +10 toughness and damage threshold as long as the reroll all failed morale tests. character is piloting them.

Regained Memories Steady under Pressure Requirements: Mind Wiped background Requirements: Commando advanced specialization Benefit: The character has a surge of lost memories Benefit: The character can make emergency evade returned to them, and regains some of their past attempts without any penalty. Emergency evade functions experiences. The character instantly gains 1,000 identically to regular evading for the character. experience, which will increase them a single level. This experience is not shared amongst the party. Stunning Kick

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Requirements: Commando advanced specialization Undying Defiance Benefit: If an adjacent enemy tries to make a ranged Requirements: Veteran advanced specialization attack, manifest a Psionic power, or use combat influence, Benefit: The character is adept in resisting manipulation the character can try to kick them and interrupt as an techniques of their hated enemy, chosen when they chose opportunity attack. This requires a melee skill attack the Veteran specialization. Against all such enemies, the versus the target’s toughness. If the attack hits, the action character gains a +5 bonus to resolve against their combat is canceled and the turn is lost. influence attempts, and their telepathic powers.

Subversion Universal Training Requirements: Umojan Protectorate background Requirements: United Earth Directorate background Benefit: The character can make a combat influence Benefit: The character counts as being every specialization attempt at an enemy with a DC equal to their Resolve. On for unlocking talents based on specialization. The only a success, the target loses their agility bonus to defense exceptions are the character does not count as being a and suffer -2 damage threshold against a single ally’s psychic specialization if they are not one already, nor do attack, chosen when the combat influence attempt is they gain the benefit of being any advanced specialization. made. Untapped Potential Survivalist Requirements: Renegade Psychic specialization Requirements: Fringe Colonies background, Journeyman Benefit: The character can purchase Telekinetic powers if Survival they are an Advanced Telepath, or can purchase Energy Benefit: The character may substitute a survival skill check powers if they are already a Telekinetic. for a perception or endurance skill check while outdoors on a planet’s surface. Vehicle Mastery Requirements: Pilot specialization Tactical Training Benefit: The character picks a specific vehicle in the vehicle Requirements: Soldier specialization group they have their vehicle specialization in. They gain Benefit: The character’s tactics effects have no duration, +4 prowess points with that vehicle instead of +2, and gain and last as long as the character is standing, or until the a +2 bonus to the relevant prowess skill for weapons encounter ends. mounted on that vehicle. For example, if a character chooses their vehicle specialization in Advanced Land, they Tight Formation could choose the Siege Tank for this talent. This talent can Requirements: Guardian specialization be chosen multiple times; each time affecting a different Benefit: All allies within 10 squares of this character gain a specific vehicle. +2 bonus to toughness while this character active and standing. War Scars Requirements: Veteran advanced specialization Turncoat Benefit: This character is a veteran of a hundred battles, Requirements: Aristocrat or Demagogue advanced and can push their way through the greatest pains. The specialization character gains +2 damage threshold, +1 healing Benefit: When successfully using a combat influence threshold, and a +1 bonus to all damage resistances. attempt to Demand Surrender, the character can instead have the target fight alongside them as an ally instead of Weak Spot simply surrendering. Afterwards, the character will likely Requirements: Assassin or Gentlemen Marksman swear themselves to the character’s cause. advanced specialization Benefit: The character knows how to take out heavy Uncompromising Leadership armor. When they are attacking a vehicle or construct, Requirements: Leader specialization they can gain +6 rending value, but all crippling hits are Benefit: The characters leadership effects have no automatically against the construct’s subsystems. duration, and last as long as the character is standing, or until the encounter ends. Weapon Expertise Undo Brainwashing Requirements: Soldier specialization Requirements: Demagogue advanced specialization Benefit: The character picks a specific weapon in the Benefit: The character can make an influence test on an weapon group they have their advanced training in. They ally that is currently under the effect of a telepathy power. gain +4 prowess points with that weapon instead of +2. The influence test is countered by a psychic skill test of the For example, if a character chooses their advanced training caster. If the influence test is won, then the enchantment in Rifles, they could choose the Heavy Gauss Rifle for this breaks. This can only be done once per Psionic spell effect. talent. This talent can be chosen multiple times; each time effecting a different specific weapon.

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Wraith Form Requirements: Spectre advanced specialization Benefit: When the character is cloaked, they do not allow opponents to make a perception check when they perform a standard action. In addition, Psionic detection, radar, or the special senses of creatures such as Zerg Overseers, do not automatically detect the character, and such entities still need to make a DC 20 perception test to detect them.

Zen Marksmanship Requirements: Disciplined Warrior advanced specialization Benefit: The character adds ½ of their willpower to their ranged damage while aiming.

Zerg Invasion Victims Requirements: Sara background Benefit: Characters from the Sara system have a long history of fighting zerg for survival. They gain a +10 to perception checks to spot Zerg burrows, gain +2 rending versus Zerg, and can use the Terrorize and Taunt functions of combat influence against minion or feral Zerg.

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Chapter 4: New Equipment This section has a wide selection of new equipment options for players and game masters alike to enjoy. These are largely rarer and more exclusive weapons, typically those for a more specific function. These include stealth weapons, fortification clearers, and poisonous weapons. Also included are new types of powered armor, and high tech gadgets that allow characters to proceed with challenging adventures.

Item Traits This is the list of new weapon and armor traits that are used by equipment in this supplement.

Advanced Systems Description: This armor has more advanced subsystems and components. All of the mounted gear on the armor counts as being one tier higher than the armor, rather than the same tier.

Blinding Gas Description: This weapon can emits a cloud of smoke is complete with a poison that irritates the eyes. When the weapon lands in an area, it creates a vaporous cloud, with a burst size equal to the area effect. This cloud persists for 5 rounds, providing concealment to all targets within. However, all biological targets within the area are blinded as long as they are within the cloud, and take 5 biological damage per round. Even after leaving the cloud, the targets take a -2 penalty at attacks and a -5 penalty to perception checks for 5 rounds. Having eye protection, such as a protective mask, or being in fully enclosed armor, like powered armor, makes a target immune to this effect. Furthermore, creatures that are huge-sized or larger are similarly immune to this effect.

Cleaving (X) Description: This natural weapon has a burst area equal to the value next to the name, despite being a melee weapon. The attack hits all targets within the burst, but otherwise treats this as a standard melee attack. The creature wielding the weapon can choose to omit squares from the area, to avoid hitting itself or its allies.

Explosive Damage Description: This weapon does explosive damage rather than the normal damage type.

Flames Description: This melee could be ignited and wreathed in flames. Igniting, the blade is a minor action. Igniting the blade deals energy damage and sets biological enemies on fire if the attack also bypasses their toughness. Flaming enemies take 15 energy damage every round, and the target takes a -5 penalty to attacks, defenses, and skill checks until the fires are put out as a full- round action. If the target is a mechanical creature or a target in powered armor, it instead reduces all of the creature or armor’s damage resistances (except psychic) by 1 until it is repaired. This is cumulative with multiple hits, and can reduce resistances by as many as 5 points. The weapon uses a flamethrower fuel canister, but requires 2 attacks to use up as much fuel as a single shot of a flamethrower.

Flak Shot Description: This weapon’s projectiles spread far, so to better clip a fast flying vehicle that is soaring through the air. This weapon ignores a flying creature or vehicle’s defense bonus from high speeds.

Poisonous Round (X) Description: These rounds contain a lethal poison that is pumped into the bloodstream upon entering the body. Any target that takes damage from ammunition with this trait need to test against the poison concealed within. The amount of potency contained within the projectile is equal to X. The poison is only released if the weapon deals damage to its target.

Poisonous Rounds Poison DC: 30 Entry Type: Injury

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Potency: X Duration: 1 hour Effect: Every potency of this poison deals 3 biological damage to the target every round.

Silent Description: This weapon produces very little sound when fired, due to not working off of explosive energy. Firing the weapon does not immediately alert others; indeed all others must make a DC 15 perception test (plus normal modifiers) to even hear a sound.

Slug Description: When using ammunition of this type, the weapon loses the scatter quality, but the weapon deals +5 damage and increases one range increment (short to medium, typically).

Smashing Penetration Description: This weapon has a penetration value of 2, plus 1 per 3 points of the character’s strength. The base penetration value of this weapon increases by 1 each tier upgraded.

Smoke Description: When fired at a target area, the region is filled with thick, clogging smoke. All creatures and characters within the smoke cloud gain total concealment from attacks outside the cloud. However, all biological targets without environmentally sealed armor must hold their breath while within the cloud or begin to suffocate. The cloud disperses after 3 rounds, or after 2 rounds if there is a heavy wind. New Weapons This section includes a selection of new weapons that add new options to the players. This includes stealth weapons, poisoned weapon, experimental prototypes, and weapons designed for taking down aircraft. Pistols Weapon Name Damage Range Accuracy Rate of Damage Ammo Cost Fire Type

Needle Pistol 4 Medium +2 Slow Melee 15 1,500

Rifles Weapon Name Damage Range Accuracy Rate of Damage Ammo Cost Fire Type Crossbow 15 Medium +1 Single Melee 5 400 Flak Rifle 15 Long +0 Slow Explosive 24 10,000 Needle Rifle 12 Long +3 Single Melee 10 6,000 Plasma Gun 75 Energy +2 Single Energy 5 NA

Heavy Weapon Weapon Name Damage Range Accuracy Rate of Damage Ammo Cost Fire Type Flak Cannon 15 Distant +0 Auto Explosive 40 30,000 Infernal 24 Special +0 Single Energy 10 8,000 Flamethrower

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Explosives Weapon Name Damage Range Accuracy Damage Cost Type Napalm Grenade 30 Short -2 Energy 300 Smoke Grenade --- Short -2 ---- 100 Tear Gas Grenade --- Short -2 --- 150

Melee Weapon Damage Range Accuracy Rate of Fire Damage Ammo Cost Name Type Directorate 14 Melee -1 Average Melee --- 6,000 Boarding Melee Axe Power Glove 6 Melee +0 Fast Melee Melee --- 3,000 Promethean 13 Melee +1 Average Melee or --- 4,000 Blade Melee Energy Sonic 16 Melee +0 Slow Melee Energy --- 10,000 Hammer

Weapon Details

Crossbow Two-handed Rifle Base Cost: 400 credits Damage: 15 Accuracy: Good (+1) RoF: Single Range: Medium Shots: 5 Bolts Damage Type: Melee Power Rating: +3 Weight: 12 lbs Special Traits: Scope, Silent Description: Crossbows are an ancient design, a weapon that uses propulsion and mechanisms to launch a bolt, an arrow-like projectile, at high speeds towards a target. These bolts are incredibly painful if they hit, and the lack of gunpowder used means that the weapon is completely silent. Furthermore, crossbows are extremely cheap and easy to produce.

Directorate Boarding Axe Two-handed Melee Weapon Base Cost: 6,000 credits Damage: 14 Accuracy: Unbalanced (-1) RoF: Average Melee Range: Melee Shots: NA Damage Type: Melee Power Rating: +3 Weight: 16lbs Special Traits: Smashing Penetration, Rending (2) Description: This axe was brought to the sector by the United Earth Directorate, who used these heavy duty chain-blade axes to cut through bulkheads, and storm ships and installations with more ease. They have been massed reproduced since then, and have now falling into the hands of both miners and marines.

Flak Cannon Two-handed Heavy Weapon Base Cost: 30,000 credits Damage: 15 Accuracy: Average (+0) RoF: Auto Range: Distant Shots: 40 Flak Shots Damage Type: Explosive Power Rating: +3 Weight: 40 lbs

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Special Traits: Rending (3), Flak Shot, Scatter, Recoil Description: Flak Cannons are heavier duty versions of the flak rifle, although used for the same purpose of launching destructive shrapnel into the air to disrupt enemy aircraft. The flak cannon fires at a much faster rate, however, and can tear apart both flyers and personnel with extreme prejudice.

Flak Rifle Two-handed Rifle Base Cost: 10,000 credits Damage: 15 Accuracy: Average (+0) RoF: Slow Range: Long Shots: 24 Flak Shots Damage Type: Explosive Power Rating: +3 Weight: 25 lbs Special Traits: Rending (3), Flak Shot, Scatter, Recoil Description: Flak Rifles are a rare infantry weapon, specifically designed to shoot down flying targets. It fires an explosion of shrapnel that is designed to strike aircraft moving at high velocities, causing terrible damage to a wing or engine. They are also valuable in close range, as their spread can make multiple hits, like a shotgun.

Infernal Flamethrower Two-handed Heavy Weapon Base Cost: 8,000 credits Damage: 24 Accuracy: Average (+0) RoF: Single Range: Special Shots: 30 fuel Damage Type: Energy Power Rating: +4 Weight: 30 lbs Special Traits: Line (12), Flames, Long Reload Description: The infernal flamethrower is a UED modification of the original flamethrower, except that it fires its flaming projections at a much higher temperature, therefore burning more. Furthermore, the infernal flamethrower fires in a column of fire, rather than spreading out in fountain of flame.

Napalm Grenade Thrown Explosive Base Cost: 300 credits Damage: 30 Accuracy: Very Poor (-2) RoF: Thrown Range: Short Shots: 1 (Consumable) Damage Type: NA Power Rating: +5 Weight: 0.5lbs Special Traits: Burst (2), Flame, Grenade, Delay Description: Napalm Grenades are a specialty type of grenade designed for use against biological opponents. It creates a massive blast of fire, searing everything within the radius and setting everything on fire. This weapon has seen increased use since the Zerg invasion, as it is indispensable at pushing back a Zerg advance.

Needle Pistol One-handed Pistol Base Cost: 1,500 credits Damage: 4 Accuracy: Excellent (+2) RoF: Slow Range: Medium Shots: 15 Micro-Needles Damage Type: Melee Power Rating: +1 Weight: 3 lbs Special Traits: Fast Reload, Silent Description: Needle Pistols are a niche weapon that fire small, barbed, poison containing capsules that inject a poison into their target. They are an assassin’s weapon, used to discreetly kill targets in a crowd with much bloodshed or noise.

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Needle Rifle Two-handed Rifle Base Cost: 6,000 credits Damage: 6 Accuracy: Excellent (+3) RoF: Single Range: Long Shots: 10 Needles Damage Type: Melee Power Rating: +2 Weight: 8 lbs Special Traits: Scope, Silent Description: Needle Rifles, like the smaller pistols, are excellent assassin weapons. Their projectiles are barely noticeable, fly completely silently, are pinpoint accurate, and carry a lethal dose of poison that will surely drop a formidable target within a minute.

Plasma Gun Two-handed Rifle Base Cost: Not Available for Purchase Damage: 75 Accuracy: Excellent (+2) RoF: Single Range: Medium Shots: 5 (Tier 3 Power Cells) Damage Type: Energy Power Rating: +5 Weight: 24 lbs Special Traits: Penetration (20), Prototype Description: Plasma Guns are experimental weapons designed by the Dominion. They are the only personnel level pure-energy weapon, and their existence is only possible through Dominion scientists reverse engineering stolen Protoss and Xel’Naga technology. These weapons are incredibly rare, and, as prototypes, only a few exist in scattered research labs. They are not available for purchase.

Power Glove Unarmed Melee Attack Base Cost: 3,000 credits Damage: 6 Accuracy: Average (+0) RoF: Fast Melee Range: Melee Shots: NA Damage Type: Melee Power Rating: +1 Weight: NA Special Traits: Smashing, Unarmed Description: The power glove is an enhanced gauntlet for a suit of powered armor. It allows significantly increased punch power, empowering a fist with a piston-powered battering ram. It greatly increases striking power, but it only functions when mounted on powered armor.

Promethean Blade Versatile Melee Weapon Base Cost: 4,000 credits Damage: 13 Accuracy: Balanced (+1) RoF: Average Melee Range: Melee Shots: 60 shots Damage Type: Melee or Energy when ignited Power Rating: +2 Weight: 12lbs Special Traits: Flame Strike, Defensive, Versatile Description: A weapon designed for fighting infested humans in close combat, this weapon is commonly used by mercenaries who specialize in fighting Zerg. The sword connects to a fuel tank, which can be ignited to wreathe the blade in fire, reducing enemies to cinders or even scarring vehicles and heavy constructs.

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Smoke Grenade Thrown Explosive Base Cost: 100 credits Damage: NA Accuracy: Very Poor (-2) RoF: Thrown Range: Short Shots: 1 (Consumable) Damage Type: NA Power Rating: NA Weight: 0.5lbs Special Traits: Burst (3), Smoke, Grenade, Delay Description: Smoke Grenades are invaluable tools used to cover an area with thick smoke, making attacks difficult and breathing hazardous for those within. They are often used to scatter enemies out of cover, or as a defensive screening to protect retreating allies.

Sonic Hammer Two-handed Melee Weapon Base Cost: 10,000 credits Damage: 16 Accuracy: Average (+0) RoF: Slow Melee Range: Melee Shots: NA Damage Type: Energy Power Rating: +3 Weight: 17lbs Special Traits: Penetration (10 versus Constructs), Smashing, Cleaving (1) Description: This heavy weapon is typically used to for clearing debris, rock, and rubble from an area. It is a large, two-handed hammer that released a sonic pulse upon striking, blasting an area with piercing sound waves. This weapon finds the most use with the forces of the Kel-Morian Combine.

Tear Gas Grenade Thrown Explosive Base Cost: 150 credits Damage: NA Accuracy: Very Poor (-2) RoF: Thrown Range: Short Shots: 1 (Consumable) Damage Type: NA Power Rating: NA Weight: 0.5lbs Special Traits: Burst (3), Blinding Gas, Grenade, Delay Description: Tear Gas grenades are used for crowd control, to provide cover and debilitate targets. They are often used instead of fragmentation grenades when they are trying to be non-lethal, especially when looking to capture. While typically used by security officials for riot control, they are also usefully against beasts and Zerg. New Ammunition

This section includes new ammunition types, some for preexisting weapons and some for the new equipment listed in this chapter.

Ammunition Penetration Ammunition Cost (for 1) Special Category Crossbow Bolt --- Bolt 4 --- Toxin Bolt --- Bolt 40 Poisonous Round (2) Explosive Bolt 2 Bolt 100 Explosive Damage, Burst (2) Incendiary Bolt --- Bolt 20 Incendiary Micro-Needle --- Micro Needle 30 Poisonous Round (2) Needle --- Needle 50 Poisonous Round (4) Slug Shell --- Shell 6 Increased Range, Slug Napalm Rocket +0 Rocket 400 Burst (3), Flaming

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Ammunition Details

Crossbow Bolt Bolt Base Cost: 4 credits each Penetration: 0 Special Traits: None Description: This is a typical crossbow bolt for use with any crossbow.

Explosive Bolt Bolt Base Cost: 100 credits each Penetration: 2 Special Traits: Burst (2), Explosive Damage Description: This crossbow bolt is tipped with a miniature grenade, which explodes on contact with its target. This allows a crossbow to be used as a stealth rocked launcher.

Incendiary Bolt Bolt Base Cost: 20 credits each Penetration: 0 Special Traits: Incendiary Description: This crossbow bolt designed to burst into fire upon use, igniting its targets and smothering them with flames.

Micro-Needle Micro-Needle Base Cost: 30 credits each Penetration: 0 Special Traits: Poisonous Rounds (2) Description: Small and compact, this poisoned filled dart can be fired from a needle pistol with great stealth, and still contains enough poison to drop a healthy man.

Napalm Rocket Rocket Base Cost: 400 credits each Penetration: 0 Special Traits: Burst (3), Flaming Description: This rocket is designed to explode into a blast of flame. It is designed for use against Zerg, and driving enemies out of their cover.

Needle Needle Base Cost: 50 credits each Penetration: 0 Special Traits: Poisonous Rounds (4) Description: This poison filled dart is designed for use with a needle rifle. It contains a highly lethal dose of poison.

Toxin Bolt Bolt Base Cost: 40 credits each Penetration: 0 Special Traits: Poisonous Rounds (2) Description: This crossbow bolt has a poison filled injector tip, not indifferent than a needle rifle. Unlike a needle gun, it still packs a heft punch if it hits.

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New Armor Several new types of powered armor are available to the warriors of the Koprulu Sector, including armors native to other governments, such as the Combine or Protectorate.

Armor Name Class Protective Value Cost CMC-400 Elite Powered 7 ballistic, 6 melee, 10 explosive, 2 biological, 2 energy 12,000 Protectorate Powered 7 ballistic, 7 melee, 10 explosive, 6 biological, 6 energy 21,000 Powered Infantry Armor Ripper Powered 5 ballistic, 5 melee, 10 explosive, 2 biological, 2 energy 7,500 Repurposed Combat Armor

Armor Details

CMC-400 Elite Powered Armor Base Cost: 12,000 credits Ballistic Resistance: 7 Melee Resistance: 6 Explosive Resistance: 10 Biological Resistance: 2 Energy Resistance: 2 Mounted Gear: Flashlightx4, Geiger Counter, Communicator, Gravity Boots, Binoculars, Navigation Unit, Digital Uplink, Protective Mask, Equipment Belt, Backpack Ability Score Bonuses: Strength+1, Instinct +3 Weight: 180lbs Special Traits: Powered Armor, Cumbersome, Elemental Protection, Radiation Shielding, Oxygen Supply, Self-Medicating, Fall Protection 4 Description: An upgraded suit of CMC-400 armor, the Elite pattern is less bulky and a close fit around the body, more closely resembling standard non-powered tactical armor. It has a separate helmet from the main armor, and its digital hub is more advanced, giving a greater showing of what is going on around the wearer. While it give less augmented strength than standard CMC-400 armor, the bonus to accuracy, precision, and the lighter bulk makes it more attractive for combat veterans.

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Protectorate Powered Infantry Armor Powered Armor Base Cost: 21,000 credits Ballistic Resistance: 7 Melee Resistance: 7 Explosive Resistance: 10 Biological Resistance: 6 Energy Resistance: 6 Mounted Gear: Flashlightx2, Geiger Counter, Communicator, Gravity Boots, Binoculars, Navigation Unit, Digital Uplink, Equipment Belt, Backpack Ability Score Bonuses: Strength+2, Instinct +2 Weight: 220lbs Special Traits: Powered Armor, Cumbersome, Elemental Protection, Radiation Shielding, Oxygen Supply, Advanced Systems, Fall Protection 4 Description: The premier powered armor, designed for the elite soldiers of the Umojan Protectorate, is a masterpiece of engineering, with highly tuned subsystems, advanced energy shielding, and an improved interface. It does not have the self- medicating systems of Dominion armor, as the Protectorate tries to prevent their soldiers from loading up on drugs in combat, in order to maintain discipline.

Ripper Repurposed Combat Armor Powered Armor Base Cost: 7,500 credits Ballistic Resistance: 5 Melee Resistance: 5 Explosive Resistance: 10 Biological Resistance: 2 Energy Resistance: 2 Mounted Gear: Geiger Counter, Communicator, Gravity Boots, Backpack Ability Score Bonuses: Strength+1, +2 base movement speed Weight: 160lbs Special Traits: Powered Armor, Cumbersome, Elemental Protection, Radiation Shielding, Oxygen Supply Description: The Ripper Repurposed Combat Armor is armor that was stolen from the confederacy during the Guild Wars, and then refitted to aid Kel-Morian rippers in their sabotage attacks. It has less plating than typical CMC armor, but is refitted with enhanced mobility and jump jets on the boots, allowing it to propel the wearer forward at an increased speed.

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New Gear Weapons and armor are the bread and butter of combat, but there is more to surviving the Starcraft RPG than just that. Gear is the miscellaneous equipment that characters bring around to help them overcome obstacles, survive hazards, and defeat their enemies. Item Name Type Description Weight Cost Micro Scanner Carried Remotely surveys an area and sends 1 lb 2,000 information back to user Nanites Expendable Gives a bonus on medicine checks on the target, 0.1 lbs 200 and a bonus on endurance tests Portable Laser Drill Carried Uses energy to drill through inanimate objects 40 lbs 750 Psiweave Worn Psionic item used to disguise 0.5 lb 2,000 Gear Details

Micro Scanner Carried Gear Base Cost: 2,000 credits Weight: 1lbs Tier 1: When a Micro Scanner is activated, it begins to hover through an area and visually record all of its findings. The scanner flies at a speed of 4 squares per round, and requires a DC 20 perception test to notice. It reports all of its findings back to its user, usually via a digital uplink or hand held device. The Micro Scanner has a Perception bonus of +10 for determining whether or not it notices something. When charged off of a basic power cell, the Micro Scanner can last for 30 minutes. Micro Scanners have 2 hit points, 25 defense, and 5 damage resistance. Tier 2: As tier 1, except the micro scanner moves at 5 squares per round, requires a DC 25 perception test to notice, and has a perception bonus of +15. Tier 3: As tier 2, except the micro scanner records sound as well as visuals, and has an advanced sensors that give it a perception bonus of +20. Tier 4: As tier 3, except the scanner moves at 6 squares per round, and requires a DC 30 perception test to notice. The scanner lasts 1 hour on a basic power cell. Tier 5: As tier 4, except the scanner can also detect cloaked, invisible, and burrowed targets. Description: Micro Scanners are invaluable tools to spies and explorers, and allow their user to survey areas before actually entering into them. They fit in the palm of a hand, and send all acquired information back to the HUD of the character that activated them. Small and discreet, they aid in information gathering, and help prepare for dangerous encounters ahead.

Nanites Expendable Gear Base Cost: 200 credits Weight: 0.1lbs Tier 1: When introduced into a body, usually through injection, a medicine skill tests on the target gain a +5 bonus, on top of any other bonuses. Furthermore, the character gains a +5 bonus to Endurance to prevent fatigue points and resist hostile chemicals. The nanites last for 4 hours. Tier 2: As tier 1, except all of the bonuses increase to +10, and the nanites last for 8 hours. Tier 3: As tier 2, except the nanites also remove existing chemicals from the blood stream, including poisons. Every minute, the nanites remove 1 potency of chemicals from the target’s body, starting with whatever chemical has the highest potency. Tier 4: As tier 3, except all of the bonuses increase to +20, and the nanites last for 24 hours. Tier 5: As tier 4, except has the nanites even have the ability to destroy parasites and stop Zerg infestation, as long as they are introduced early enough in the infestation. Description: Nanites are a selection of microscopic robots that, when introduced into a blood system, began repairing a body and purifying it of ailments. They are priceless tools, and help regulate the body while the target is being operated on. While expensive, they are invaluable to wealthy adventurers.

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Portable Laser Drill Carried Gear Base Cost: 750 credits Weight: 40lbs Tier 1: A portable laser drill is mounted as a full round action, and, when set, fires into a surface. The laser drill does 20 energy damage to a surface or object per round, and ignores all object and armor damage resistance. It deals the same damage per round to any biological target that steps in front of it. After it destroys and object or creature, the beam travels past them onto the next target. The laser drill is a mounted item and cannot be wielded like a weapon. It is a small sized object that takes 3 full- round actions to set up. Tier 2: As tier 1, except the laser drill increases to 30 energy damage per round. Tier 3: As tier 1, except the laser drill increases to 50 energy damage per round, and gains a rending value of 10 against any creatures that cross its path. Tier 4: As tier 3, except the laser drill is a medium sized object, and deals 75 energy damage per round. It takes 5 full-round actions to set up. It has double the normal weight. Tier 5: As tier 4, except the laser drill deals 100 energy damage per round, is a large-sized object. It takes 1 minute to set up. It has triple the normal weight. Description: The Portable Laser Drill is a mounted laser projector that drills through any surface that it is put against. It is used to cleave through bulkheads, debris, and cave ins. It is highly dangerous to get in front of, and can be used as a hazard, destroying any limbs that pass in front of it.

Psiweave Worn Gear Base Cost: 2,000 credits Weight: 0.5lbs Tier 1: When worn, this mask can allow the character to disguise as another individual. It only functions when worn by a Psionic individual. Activating the mask requires a DC 20 Psionics check, and costs 1 energy fatigue, plus 1 energy fatigue for every minute it is sustained. All onlookers of the character must make a perception test versus the characters Psionics check to determine something is amiss. Note that the Psiweave only disguises the user’s face. Tier 2: As tier 1, except the mask gives a +4 bonus on the Psionics check to disguise. Tier 3: As tier 1, except the mask gives a +8 bonus on the Psionics check to disguise. Tier 4: As tier 3, except the psiweave is a full body suit, able to disguise the psychics entire body to be like that of another individual. Tier 5: As tier 4, except the psiweave does not cost any energy fatigue to sustain the disguise. Description: The Psiweave is a malleable, psychic attuned mesh, that is transformed through the effort of thought. Only Terran psychics can make use of a Psiweave. It adds in disguises and attempts to conceal one’s identity, and is commonly used by the Umojan Shadowguards.

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Chapter 5: New Psychic Powers In this chapter are new psychic powers that are available to Terran psychics, in the form of the Pyromancy discipline. This new psychic school is not automatically available to Terrans, as they are exceptionally rare evolutions. Rather, any Telekinetic can spend 2 characteristic points to gain Pyromancy. Even then, these powers are difficult to manifest, with Pyromancy having high manifestation DCs.

Observe the psychic disciplines header sections for special rules about using psychic powers in their respective schools. Pyromancy Pyromancy powers create sources of flame that can be used to punish enemies. These abilities can be offensive, defensive, or utility, by all are dangerous by their association with fire. Pyromancy powers are known for being difficult to manifest, and require a great deal of Psionic power to pull off.

Pyromancy powers can be purchased be a Terran Telekinetic Psyker, by expending 2 extra characteristic points at character creation.

Pyromancer powers exclusively do energy damage, despite that they are created by psychic powers. The character makes a common psychic attack roll for offensive energy powers, but they add ½ their willpower to accuracy and powers have the Flaming weapon trait. Area effect energy powers can be evaded by characters with the Dodge talent.

Fire Bolt Pyromancy, PL 2 Action Type: Standard Action Manifestation DC: 22 PP Intervals: 3 Energy Fatigue: 1 Default Benefit: The caster releases a Fire Bolt, a focused blast of pure fire that flies out and strikes at a target. This power is useable at medium range. The attack does 10+3xPL energy damage on a successful psychic attack. Power Point Usage: The following uses of power points can be applied to this power. -For 1 power point, this ability can be used at long range. -For 1 power point, the character’s Psi Level is increased by 1 for this manifestation. This is repeatable.

Flare Pyromancy, PL 2 Action Type: Minor Action Manifestation DC: 25 PP Intervals: 5 Energy Fatigue: 3 Default Benefit: The caster instantly releases a bright flare around them, blinding individuals and dissipating darkness. The power effects an area centered on the caster with a radius of 3 squares per PL. The character makes a psychic attack against the toughness of all other creatures or characters in the area. On a successful hit, the targets are blinded for 1 round. After the initial effect, the entire area of the power is illuminated by bright light for a number of rounds equal to PL. Power Point Usage: The following uses of power points can be applied to this power. -For 2 power point, this blind effect lasts for an additional round. This is repeatable. -For 1 power point, the character’s Psi Level is increased by 1 for this manifestation. This is repeatable.

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Blaze Pyromancy, PL 3, Fire Bolt Action Type: Standard Action Manifestation DC: 25 PP Intervals: 3 Energy Fatigue: 4 Default Benefit: The caster expels a powerful cone of flame outwards towards their enemies. This power affects a Cone (6), dealing 7 +4xPL energy damage on a successful willpower attack, or half that damage on a miss. Power Point Usage: The following uses of power points can be applied to this power. -For 1 power point, this powers cone increase by 1 value. This is repeatable. -For 1 power point, the character’s Psi Level is increased by 1 for this manifestation. This is repeatable.

Fiery Form Pyromancy, PL 4, Flare Action Type: Full-round action Manifestation DC: 27 PP Intervals: 5 Energy Fatigue: 5, +3 per round active Default Benefit: The caster surrounds their body with a cushioning curtain of fire. All of the character’s melee attacks deal 8+ 2xPL extra energy damage, and any melee attackers against the caster take an identical amount of damage. In addition, the caster gains an energy shield with a Shield Rating of 3xPL, and a Shield Pool of 10xPL. Once the energy shield is depleted, then the power automatically ends. This power is sustained as a move action. Power Point Usage: The following uses of power points can be applied to this power. -For 1 power point, this energy damage dealt increases by 4. This is repeatable. -For 1 power point, this power’s shield rating increases by 2 per PL, and shield pool increases by 5 per PL. This is repeatable. -For 1 power point, the character’s Psi Level is increased by 1 for this manifestation. This is repeatable.

Wall of Fire Pyromancy, PL 4, Flame Breath Action Type: Standard Action Manifestation DC: 27 PP Intervals: 5 Energy Fatigue: 10 Default Benefit: The caster creates a massive wall of fire. The wall is a number of squares long equal to 2xPL, and a number of squares tall equal to ½ PL. Anything passing through the wall takes 5xPL energy damage on their turn. Furthermore, the wall provides concealment to any attacks that pass through it. This power lasts a number of rounds equal to PL. Power Point Usage: The following uses of power points can be applied to this power. -For 1 power point, this energy damage dealt increases by 10. This is repeatable. -For 2 power points, the wall provides total concealment rather than concealment. -For 1 power point, the character’s Psi Level is increased by 1 for this manifestation. This is repeatable.

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Inferno Pyromancy, PL 5, Fire Bolt Action Type: Standard Action Manifestation DC: 32 PP Intervals: 5 Energy Fatigue: 6 Default Benefit: The caster creates a large explosion of fire at a location within medium range. The caster makes a psychic attack at the location, affecting all targets in burst equal to PL. All struck targets take 12 +4xPL energy damage, or half that damage on a miss. Power Point Usage: The following uses of power points can be applied to this power. -For 2 power points, the power increases to long range. -For 4 power points, the power increases to distant range. -For 1 power point, the character’s Psi Level is increased by 1 for this manifestation. This is repeatable.

Spontaneous Combustion Pyromancy, PL 6, Fiery Form Action Type: Standard Action Manifestation DC: 36 PP Intervals: 5 Energy Fatigue: 12 Default Benefit: The caster causes a target to suddenly burst into flames. They make a psychic attack against a target’s toughness within medium range. If the target is hit, they instantly take 10xPL energy damage and is set on fire, even if they are wearing armor. If the target is killed or reduced to 0 hit points by the attack, they explode. The caster makes a willpower attack against the defense of all targets within a PL-sized burst around the original target. All struck targets take 5xPL energy damage. Missed targets take half damage and are not set on fire. Power Point Usage: The following uses of power points can be applied to this power. -For 2 power points, the power increases to long range, and death explosion doubles in area. -For 1 power point, the character’s Psi Level is increased by 1 for this manifestation. This is repeatable.

Solar Blast Pyromancy, PL 6, Flare, Inferno Action Type: Standard Action Manifestation DC: 34 PP Intervals: 4 Energy Fatigue: 8 Default Benefit: The caster instantly releases a massive explosion of solar energy around them, blinding and incinerating individuals. The power effects an area centered on the caster with a radius of 2 squares per PL. The character makes a psychic attack against the defense and toughness of all other creatures or characters in the area. On a successful hit against defense, the targets take 6x PL energy damage, or half that damage on a miss. If the attack surpasses the targets toughness, they are blinded for 1 round. After the initial effect, the entire area of the power is illuminated by bright light for a number of rounds equal to PL. Power Point Usage: The following uses of power points can be applied to this power. -For 1 power point, the burst area is one point larger per PL. This is repeatable. -For 2 power point, this blind effect lasts for an additional round. This is repeatable. -For 1 power point, the character’s Psi Level is increased by 1 for this manifestation. This is repeatable.

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Magma Blast Pyromancy, PL 7, Spontaneous Combustion Action Type: Standard Action Manifestation DC: 40 PP Intervals: 5 Energy Fatigue: 10 Default Benefit: The caster releases a solid beam of superheated magma. This power affects a line with a length equal to PL. The caster makes a psychic attack and, if struck, the beam does 10xPL energy damage, and ignores all damage resistance as the Unstoppable trait. Power Point Usage: The following uses of power points can be applied to this power. -For 1 power point, the line is 2 squares per PL. -For 1 power point, the character’s Psi Level is increased by 1 for this manifestation. This is repeatable.

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Chapter 6: New Game Mechanics This chapter includes a variety of new or enhanced game mechanics that expands the possibilities of a Terran Campaign. Playing the Academic: Intellectual Solution The Academic is one of the possible character options in the base rule book. The academic’s ability, intellectual solution, is both a very powerful ability, and remarkably difficult to use. It may be until only after the fact that a character thinks of an acceptable application for this ability. To ease the minds of intellectuals everywhere, this selection includes a wide variety of example uses of intellectual solution. This is by far an incomplete list, as the possibilities of this power are limitless.

These solutions are organized by what type of encounter or challenge they might be used for. Encounter Type Intellectual Solution Combat The character lines up a shot, and bounces a bullet off of a wall to hit a target hiding behind a wall or cover. This can only be done while making a single attack, and the attack takes a -5 penalty if they cannot see the target they are shooting at. Range penalties might also apply, as you should count the total distance the bullet travels, before and after the bounce, to determine the total distance traveled. Combat Through makeshift parts and unique applications of tools, the character is able to use a repair kit as a trauma kit, with a -10 penalty to the medicine skill test. The repair kit is expended after the check is made. Combat The character is able to use combat influence tests on a beast or feral Zerg, through complicated hand motions and behaviors. Technology The character is able to jury-rig an item to work off of three basic power cells rather than a single fusion power cell. Technology The character can dissemble a repair kit into 50 gauss spikes per tier. Technology The character can modify a set up weapon components to work with a weapon one-tier higher than the components. Piloting By temporarily disabling a land vehicle’s breaks, a character can cause the vehicle to turn 180 degrees without having to stop or gradually turn. Piloting Through timing and precision, and a strong understanding of physics, the character can cause a bike or buggy to jump a gap across a surface without taking damage. Piloting The character synthesizes fuel out of a substitute source, such as vegetable matter or bio waste. Obstacle The character is able to construct a ladder, rod, pole, or other such device out of scrap metal parts. Obstacle The character can gain a +2 bonus on an athletic or acrobatics test by judging the physics and mathematically determine the most effective way to do it. Obstacle The character can devise a trap, such as a pressure plate or tripwire that creates a hazard. They must have all requisite items to pull off the trap.

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Item Crafting Most of the gear that characters possess will be found, given, stolen, or bought. However, particularly intelligent characters might be able to assemble their own gear. Crafting Basics Crafting gear has many requisites. The first is skill, as making advanced equipment from scratch is rather difficult, and only the trained would have any idea where to start. Therefore, all crafting requires at least Journeyman Science skill. More difficult crafting, such as creating powered armor, might require Expert Science or higher.

The second is a work station. All crafting requires a setting to set up shop, spread out tools and blueprints, and work on a device, piece by piece. For this purpose, an area, such as a building or room, might be designated as a Work Station. Work Stations are like stationary gear, as they can vary by tier. Higher tiered work stations allow for more complicated projects, and give a bonus to lower level projects.

Work Station Tier 1: Basic Workstations can be used to create tier 1 items, but can only be used to create objects that require Generic or Weapon components. Tier 2: Advanced Workstations can be used to create tier 2 items, and gives a +2 bonus to the science check. It can be used to create objects that require Generic, Weapon, or Framing components. Tier 3: Elite Workstations can be used to create tier 3 items, and gives a +4 bonus to the science check. It can be used to create objects that require Generic, Weapon, Framing, or Electronic components. Tier 4: Mastercrafted Workstations can be used to create tier 4 items, and gives a +6 bonus to the science check. It can used to create objects that require any kind of component. Tier 5: Legendary Workstations are locations of extreme rarity and are often sought out by aspiring craftsmen. They can be used to create tier 5 items, and gives a +10 bonus to the science check. It can used to create objects that require any kind of component.

The next requirement is components. While it would be unpleasant to keep track of each type of individual gear part, a character instead keeps track of how many of each generic type of components that they have. The following are the common types of components that a player might come across.

Generic Components: These are common, generic parts need for just about any device Weapon Components: These parts are essential to creating weapons and explosives Framing Components: These heavy parts are used for the foundations of all kinds of items, namely armor and heavy weapons Electronic Components: These small, but advanced parts are the circuitry required to make electric and digital devices function, required in just about everything with a built in computer. Robotic Components: These advanced parts are used for creating automated devices, such as powered armor and robots

Whenever a player crafts an item, they must expend a number of components, based on the item that is being crafted. When the science check to craft items succeeds, the parts are used up. When the check fails, 50% of the components are used up, and cannot be used to make future items.

Components are yet another way for a Game Master to award players. To intelligent characters, components are just as valuable, if not more valuable, than credits.

The final requirement is time. It takes time to put together an item from scratch. The amount of time depends on the object being made. The science check to assemble an item counts all work done in that time period. If the check fails, the craftsmen must start all over.

The character can also craft higher tiered variations of items, supposing they are at a work shop that is high enough tier to construct the items. Crafting higher tiered items increases the DC and creation time, and the amount of components it takes to craft it.

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Crafting tier 2 items is +2 DC, and x2 normal components and creation time. Crafting tier 3 items is +5 DC, and x4 normal components and creation time. Crafting tier 4 items is +10 DC, and x8 normal components and creation time. Crafting tier 5 items is +16 DC, and x16 normal components and creation time.

Therefore, creating an Advanced Heavy Gauss Rifle would cost 50 Generic Components, 32 Weapon Components, 10 Electronic Components, and 4 Framing components, and would require a DC 26 Science check to create, and 48 hours. Crafted Items Below is the list of items that can be crafted. Included are the DCs to create the item, amount of each type of components needed to craft the items, and time to create. Items and constructs not listed in this section cannot be created through item crafting.

Pistols Item Creation DC Creation Time Component Cost Heavy Revolver 12 2 hours Generic 10, Weapon 7 Flak Pistol 20 6 hours Generic 15, Weapon 10, Framing 2 Gauss Pistol 16 4 hours Generic 15, Weapon 8, Electronic 2 Needle Pistol 18 4 hours Generic 12, Weapon 8 Pistol 12 2 hours Generic 10, Weapon 5 Repeating Gauss 20 6 hours Generic 15, Weapon 12, Electronic 2 Pistol Repeating Pistol 16 4 hours Generic 10, Weapon 9

Rifles Item Creation DC Creation Time Component Cost Auto Rifle 15 4 hours Generic 12, Weapon 10, Framing 1 Canister Rifle 30 24 hours Generic 25, Weapon 20, Electronics 15, Framing 3 Crossbow 14 4 hours Generic 20, Framing 1 Flak Rifle 25 10 hours Generic 20, Weapon 15, Framing 5 Gauss Assault Rifle 22 6 hours Generic 20, Weapon 12, Electronic 2, Framing 1 Gauss Sniper Rifle 26 10 hours Generic 20, Weapon 16, Electronics 8, Framing 3 Heavy Gauss Rifle 24 8 hours Generic 25, Weapon 16, Electronic 5, Framing 2 Long Rifle 14 4 hours Generic 12, Weapon 10, Framing 1 Military Shotgun 24 8 hours Generic 20, Weapon 20, Framing 4 Needle Rifle 22 6 hours Generic 16, Weapon 12 Shotgun 16 4 hours Generic 15, Weapon 15, Framing 2 Sniper Rifle 20 6 hours Generic 15, Weapon 15, Framing 3 Submachine Gun 15 4 hours Generic 12, Weapon 10

Heavy Weapons Item Creation DC Creation Time Component Cost Chaingun 28 24 hours Generic 30, Weapon 30, Electronic 5, Framing 10 Flak Cannon 30 24 hours Generic 30, Weapon 25, Framing 10 Flamethrower 26 12 hours Generic 20, Weapon 20, Framing 6 Gauss Cannon 32 36 hours Generic 25, Weapon 16, Electronic 5, Framing 2 Grenade Launcher 24 12 hours Generic 25, Weapon 25, Framing 5 Infernal 28 12 hours Generic 20, Weapon 24, Framing 6 Flamethrower Rocket Launcher 25 12 hours Generic 25, Weapon 25, Framing 10 Shoulder Rocket 28 24 hours Generic 35, Weapon 35, Framing 6 Battery

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Explosives Item Creation DC Creation Time Component Cost Breaching Charge 16 30 minutes Generic 10, Weapon 15 Concussive Grenade 20 30 minutes Generic 5, Weapon 5, Electronic 5 Demolition Charge 12 30 minutes Generic 5, Weapon 10 EMP Grenade 22 30 minutes Generic 5, Electronic 10 Flash Grenade 14 30 minutes Generic 5, Weapon 2 Fragmentation 15 30 minutes Generic 5, Weapon 5 Grenade Land Mine 15 30 minutes Generic 5, Weapon 5, Framing 1 Napalm Grenade 18 30 minutes Generic 5, Weapon 10 Radiation Grenade 21 30 minutes Generic 5, Weapon 10, Framing 1 Tear Gas Grenade 14 30 minutes Generic 5, Weapon 5, Framing 1

Melee Item Creation DC Creation Time Component Cost Dueling Sword 18 4 hours Framing 5 Combat Knife 14 2 hours Framing 2 Heavy Tool 10 2 hours Framing 4 Light Tool 10 2 hours Framing 2 Stunner 22 4 hours Generic 10, Weapon 5, Electronic 10 Sword 16 4 hours Framing 6

Armor (requires Expert Science and Expert Computers) Item Creation DC Creation Time Component Cost 5-4 Armored 35 96 hours Generic 200, Weapon 50, Electronic 50, Framing 50, Infantry Suits Robotic 25 Ballistic Combat 22 4 hours Framing 10 Shield CMC-200 Powered 28 48 hours Generic 100 Electronic 30, Framing 30, Robotic 10 Combat Armor CMC-300 Powered 30 72 hours Generic 100 Electronic 40, Framing 30, Robotic 15 Combat Armor CMC-400 Powered 32 72 hours Generic 125 Electronic 50, Framing 30, Robotic 25 Combat Armor CMC-405 Powered 32 48 hours Generic 100, Electronic 50, Framing 25, Robotic 25 Light Combat Armor CMC-660 Powered 35 96 hours Generic 190, Weapon 40, Electronic 50, Framing 50, Light Combat Armor Robotic 25 Protectorate 35 96 hours Generic 125, Electronic 70, Framing 30, Robotic 30 Powered Infantry Armor Ripper Repurposed 28 48 hours Generic 80, Electronic 35, Framing 25, Robotic 10 Combat Armor

Gear Item Creation DC Creation Time Component Cost Binoculars 12 30 minutes Generic 6 Data Disk 14 30 minutes Electronic 3 Digital Uplink 24 2 hours Generic 6, Electronic 3 Flashlight 12 30 minutes Generic 4, Electronic 1 Fone 22 4 hours Generic 2, Electronic 8 Geiger Counter 20 2 hours Generic 10, Electronic 3 Gravity Boots 26 6 hours Generic 6, Electronic 6, Framing 2, Robotic 2

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Grappling Hook 12 2 hours Generic 5, Framing 3 Jet Pack 25 12 hours Generic 10, Weapon 5, Electronic 5, Framing 3 Micro Scanner 28 12 hours Generic 2, Electronic 20, Framing 1, Robotic 5 Motion Detector 20 2 hours Generic 10, Electronic 3 Navigation Unit 24 4 hours Generic 2, Electronic 8 Nanites 32 8 hours Generic 5, Robotic 10 Personal Data 22 4 hours Generic 2, Electronic 8 Assistant Plasma Torch 15 1 hour Generic 5, Weapon 5 Portable Hacker 25 4 hours Generic 2, Electronic 10 Portable Laser Drill 32 24 hours Generic 20, Weapon 20, Electronic 30, Framing 5

Weapon and Armor Upgrades Item Creation DC Creation Time Component Cost Armored Explosive 12 10 minutes Framing 1 Attached Heavy Based on Based on Weapon Framing 2+ weapon materials Weapon weapon Digital Scope 22 2 hours Generic 5, Electronic 5 Dispersion Plating 26 4 hours Generic 10, Framing 5 Easy Reload 12 30 minutes Generic 5 Enlarged Blast 12 10 minutes Weapon 5 Energy Repellant 22 2 hours Generic 5, Framing 2 Expanded Capacity 14 1 hour Generic 10 Extra 16 2 hours Generic 10, Framing 3 Reinforcement Flashlight 12 30 minutes Generic 4, Electronic 1 Grip Extension 14 30 minutes Generic 5 Improved Cloaking 32 24 hours Generic 30, Electronic 40 Improved Igniter 16 1 hour Generic 25 Increased Potency 16 30 minutes Generic 20 Improved 12 30 minutes Framing 2 Protection Improved Precision 14 30 minutes Generic 15 Kinetic Foam 30 24 hours Generic 50, Electronic 50, Framing 5 Laser Guided 18 1 hour Generic 5, Electronic 4 Medical Delivery 32 24 hours Generic 30, Electronic 30, Framing 3, Robotic 3 Multiple Flame Port 16 30 minutes Generic 20, Framing 5 Penetrating 14 30 minutes Generic 5, Weapon 10 Grenade Piercing 14 4 hours Generic 5, Weapon 10, Electronic 5 Rifle Bayonet 14 2 hours Framing 2 Scope 16 30 minutes Generic 15 Shadow Armor 16 1 hour Generic 30 Shield Weapon 18 30 minutes Framing 3 Platform Suppressor 12 30 minutes Generic 5 Twin-linked Based on Based on Weapon Framing 1, +cost of the weapon Weapon Underwater Shot 16 30 minutes Generic 5

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Robots (requires Expert Science and Master Computers) Item Creation DC Creation Time Component Cost Adjutant 35 10 days Generic 100, Electronic 100, Framing 10, Robotic 50 Advertising 28 3 days Generic 50, Electronic 50, Framing 5, Robotic 20 Artificial Intelligence Auto-Turret 29 4 days Generic 75, Weapon 20, Electronic 35, Framing 22, Robotic 20 Labor Bot 27 24 hours Generic 30, Electronic 10, Framing 5, Robotic 5 MULE 32 7 days Generic 100, Electronic 50, Framing 20, Robotics 25 Point Defense 33 8 days Generic 125, Electronic 75, Framing 15, Robotic 20 Drone Sentry Turret 33 8 days Generic 125, Weapon 40, Electronic 40, Framing 25, Robotic 25 Service Bot 28 3 days Generic 50, Electronic 25, Framing 8, Robotic 10 Spider Mine 30 5 days Generic 50, Weapon 50, Electronic 30, Framing 6, Robotic 15 Synthetic 28 3 days Generic 75, Electronic 50, Framing 10, Robotic 50 Light Warbot 32 7 days Generic 150, Weapon 100, Electronic 100, Framing 30, Robotic 50 Widow Mine 33 8 days Generic 75, Weapon 100, Electronic 30, Framing 10, Robotic 75

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Space Combat Space Combat is combat involving battling amongst the stars, with fast flying rapid combat on a vastly zoomed out scale. Space Combat is the strategic battling at high speeds and high stakes.

For the most part, most of the base in game rules for standard combat applies. Weapons have the same attack bonus, the same ranges, deal the same damage, and so on. The big sense of difference is scale.

Every square in space combat is an indeterminately large area. Because of this, any number of targets (at least, those smaller than massive size), can fit in a single square. However, due to the vagueness of this scale, standard squares-per-round measurement does not apply to space combat. Instead, a flyer’s squares moved per round is equal to their maximum speed divided by 150, rounded down. Therefore a banshee strike craft that has a maximum speed of 800, can move at 5 squares per round in space combat, while a wraith with a maximum speed of 1,000 can move at 6 squares per round. Unlike standard scale, there is enough space and time passing that vehicle facing is not important, and vehicles can turn on a dime. Note that acceleration rating does not matter in space combat.

For weapon ranges, melee, short, medium, and long range weapons can only be used against targets within the flyers own square. Those attacking enemies within their own squares are considered to be at whatever range is most beneficial for them to do damage. Also, no matter the base range, target shooting weapons that have a downward firing arc, such as banshees, can only attack other space combatants within their own square.

For the pilots, normal rules for controlling their vehicle applies, and they must spend a move action piloting their vehicle every turn. If they do not, they lose control as normal. Depending on how fast they are moving, they gain a penalty to all pilot tests, a penalty to shooting while moving much faster, and a defense bonus for moving faster than a target, much like standard combat. This is determined by how many squares the flyers moved in their previous turn.

Speed Difference Defense Bonus to hit Attack Penalty for Pilot Check fast Object Fast Object to hit Modifier 1 +15 defense -7 +15 2 +25 defense -10 +20 3 +32 defense -15 +22 4 +40 defense -20 +25 5 +50 defense -25 +28 6 +60 defense -30 +30

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Flying vehicles are not the only participant in vehicle combat. Any flyer can join in the fight, although only flyers with the rapid flight special rule are the only practical combatants. A rapid flight flyer can move up to a 1 square in a single round. Regular flyers, those without rapid flight or advanced propulsion methods, are able to move 1 square every 10 rounds.

In space combat, every vehicle goes on one initiative, no matter how many pilots it has. Each pilot still gets to make a separate action, as usual. A vessel that has multiple pilots or gunners can have their occupants go on different turns every round, should they choose to.

Furthermore, massive and colossal opponents, such as capital ships and space platforms, can also take part in space battles. These vessels use special rules. For example, no more than one colossal vehicle can occupy a single square, and massive vehicles, such as battlecruisers, usually take up multiple squares. These vessels have a number of additional defenses, such as point defense cannons, flyer squadrons, and orbital cannons. This article will focus solely on small ship contribution of space combat, as capital ships will be covered in a future supplement.

A number of special rules apply to space combat. Dog Fighting A dog fight is a close combat between two or more space fighters. The fighters will circle each other, trying to outmaneuver one another to get a clean shot and an easy kill. This can involve merely two opposing fighter craft, or even dozens. Any flying vehicle gargantuan-sized or smaller can enter into a dog fight, as can any biological creature of gargantuan- size or smaller that is capable of rapid flight.

To initiate a dog fight, a flyer must be within or enter the same square as the target they wish to engage. They then must simply declare that they wish to engage the target. They can only declare a single target each round. The target can choose to accept or decline. If they accept, the dog fight is initiated, and the attacker can make an action. If they decline, they provoke an opportunity attack from the challenging opponent, who gains a +4 bonus to the attack accuracy.

Once the dog fight starts, both contributors are locked into combat with each other, and cannot leave the square. Furthermore, they match speed, so there is no bonus or penalties relating to speed. Other flyers can choose to join an existing dog fight, with no chance of declining from an existing participant. They can then make an immediate dog fight action. Finally, participants in a dog fight cannot attack targets outside a dog fight.

In dog fighting, flyers try to gain positioning points against each other. Positioning points effect how hard it is to hit each other. For every pointing point on a target, attacks gain a +2 accuracy bonus and +10 damage against them. This represents out maneuvered vehicles becoming easy targets. Some dog fighting actions cause flyers to gain positioning points on themselves, gain them on others, or lose them on themselves. A combatant can have a maximum of 5 positioning points.

Dog Fighting is not limited to combat in space, but can also be performed in high atmosphere.

The following are the actions that can be taken in a dog fight. A dog fight automatically ends if all opposing flyers have been eliminated.

Evasive Maneuvers: The pilot flies evasively, trying to put themselves back in a less dangerous position. They make a DC 20 Pilot test. On a success, they lose 1 positioning point, -1 additional point for every 5 points of success.

Outmaneuver: The pilot tries to outmaneuver an enemy. The flyer and the target enemy make opposed pilot tests. Whoever wins causes the target to gain 1 positioning point, +1 per 5 points that they win the opposed test by.

Gun Down: The pilot tries to take advantage of their positioning and try to eliminate a target. They make an attack versus the target, using all normal rules. If the flyer is a vessel that contains gunners that control the vehicle weapons separately from the pilot, every gunner can make one of these actions, independent of whatever action the pilot performs.

Bravado: The pilot recklessly risks their own life to take out an enemy. The flyer gains 2 positioning points, but so does the target flyer. They pilot then makes an immediate attack against the target.

Daring Exchange: The pilot in a bad situation might choose to try and change their luck but making a daring exchange that turns the hunter into the hunted. By doing so, they make an opposed piloting test against their enemy with a -5 penalty. If the flyer

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does succeed their check, then their positioning points and their targets are reversed. If they fail, then the gain 1 positioning point and instantly suffer an opportunity attack from their opponent.

Withdrawal: The pilot sees his luck going bad, and tries to withdrawal from a dog fight. They must make an opposed pilot test against every opponent that attacked them on the previous turn. If the withdrawing flyer wins the opposed tests, or was not attacked since their last turn, then they withdrawal from the dog fight and instantly move a number of squares away equal to, at most, half their maximum speed.

Bombing Run A flyer can choose to make a bombing run at an exceptionally large target, such as a capital ship, space platform, or planetary defense. This works very similarly to an attack-move action, as the flyer moves their speed, then makes an attack at some point along their move.

To perform a bombing run, the attacker must have an explosive weapon, such as a rocket battery or missile launchers. They then must make a pilot test to skim the surface of the target, which must be a minimum of colossal in size, and release a heavy load of ordinance. The bomber makes a DC 25 pilot test. This DC is 30 if the targeted vessel has point-defense guns. If they succeed, the attack is pulled off, and they fire off one additional explosive beyond their normal fire rate, +1 explosive for every 5 points they succeed the test by. They then make attack rolls for every explosive dropped, with all attacks counting as twin-linked (or triple-linked, if already twin-linked) for the purpose of accuracy and determining attack overages.

If the check fails, the bomber does not gain a good enough positioning to safely drop the bombardment, and must pull away. If they fail by 10 or more, they lose control of their vessel. If they fail by 20 or more, they crash into the target, suffering all normal rules for a collision, and will likely result in the pilot’s death.

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Warp Jump Flyers with warp drives are capable of making warp jumps, journeys where they bend reality to move from place to place at rapid speeds. Two types of warp jumps can be made.

The most prevalent for space combat is the short jump. This allows the warp-capable vessel to make short ‘hops’ from location to location, while not moving far but going far enough to quickly distance from enemies and loose enemies tracking them. Making a short warp jump requires a full-round action, where nothing else, not even moving can be done. They instantly decide what direction they are going in, and then make a pilot test. For every 5 points they score on the pilot test, they can teleport 3 squares in that direction. For example, if the navigator scores a 15 on their pilot test, the vessel can teleport up to 9 squares in the chosen direction. At this point, any aiming or targeting effects on the warping vessel is immediately negated. The vessel cannot warp through a larger object, and colossal and massive objects can still not share squares without resulting in a collision.

Long warp jumps are more complicated, and require a full minute to warm up the warp drive. These warp jumps allow ships to fly to entirely new planets or star systems, and thus leave their present location behind them. They can even escape space combat by doing this.

Making a long warp jump requires a DC 25 piloting test at the end of the minute. While charging up for a long warp, the vessel can be moving, but not making attack actions. They can still use any automated defenses, such as point defense cannons. If the check is successful, they vessel enters into warp, and arrives at the new destination. If the check fails, then the ship warps to a new location, but not the chosen spot. The new location is chosen by the GM. If the ship fails the warp jump check by 10 or more, then the warp fails and the ship does not go anywhere. The vessel must charge up their warp drives all over again. Hazardous Vehicle Terrain When piloting vehicles overland across an environment, or flying vehicles in cramped quarters, different types of piloting checks may be required to safely navigate an environment.

When moving through hazardous vehicle terrain, a pilot has to make a pilot check every round. The DC of this pilot check is modified by how fast the vehicle is moving. If the check succeeds, there is no problem moving through the terrain. If the check fails, the vehicle’s speed decreases by half, and the vehicle takes a point of damage equal to how many squares of speed were lost. Crippling Wounds are dealt to the vehicle’s locomotion. If the pilot check is failed by 10 or more, the vehicle suffers a collision with a piece of terrain. These checks if there is some sense of urgency, such as driving exceptionally fast, or in a vehicle chase, or driving through the dark at reasonably high speed.

Below are some examples of hazardous vehicle terrain and the DCs to navigate them. Hazard Type Pilot DC Land Vehicle Examples Flying Vehicle Examples Light 5 Driving through open desert with Flying through a loose asteroid field, or occasional craters and crevices dodging scattered space debris Dense 10 Driving through a dense jungle Flying through a dense asteroid field or a wide canyon Lethal 15 Driving through an underground tunnel Flying through a ruined city full of collapsing filled with collapsed debris buildings, or through the wreckage of a capital ship Hazardous Terrain can be applied to space combat as well. Squares can be marked as certain types of terrain, and the character must make a pilot check each square they fly through. Furthermore, other types of pilot checks inside hazardous vehicle regions have their DCs increase by the pilot DC for the hazardous terrain. New Adventuring Skill Survival is a new adventuring skill that is essential for explorers and travelers who spend a great deal of time in the wilderness. Skilled survivors are able to live off of the land, find shelter, and avoid hazards when traveling across inhospitable environments.

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Survival (willpower) Survival is the character’s ability to survive in the wilderness, and do things such as hunt for food, avoid hazards, weather elemental conditions, and track.

Tracking (requires Novice Survival) The character can try following the trail of one or more individuals by observing their tread prints and their impact on the wilderness. This allows the character to remain in pursuit of the hunted quarry. Failure on this check means the character has lost the trail and is not able to pick it back up.

Action DC Find tracks on soft ground 20 Find tracks on hard ground 30 Every individual beyond the first +2 Every day that has passed since the tracks were made +5 Environmental Conditions have occurred that concealed or altered the tracks +10 Tracking a tiny target +10 Tracking a small target +5 Tracking a large target -5 Tracking a huge target -10 Tracking a gargantuan target -20 Tracking a colossal target -40 Tracking a massive target -80

Finding Food (requires Novice Survival) The character can try to hunt for food. The character makes a DC 15 survival check, modified by the environmental DC of the area they are in (determined by GM). On a success, they find enough food to last a single individual 1 day, or another’s days or individual’s worth of food for each 5 the character surpasses the survival check.

Identify Changing Weather (requires Journeyman Survival) The character can identify the presence of inclement weather before it arrives. If the character succeeds a DC 25 survival check before a storm occurs, they can notice the weather changing happening an hour before it hits. For every 2 they succeed the check, they notice it an additional hour earlier, up to 24 hours before it hits at the earliest.

Identify Environmental Hazards (requires Expert Survival) When entering a new environment, the character can make DC 20 survival test. For every point above 20 they make on the check, they gain that bonus to their perception tests to identify hazards, such as rock falls, flash floods, quicksand, or a beast’s lair.

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Chapter 7: Terrans This chapter contains a bountiful selection of terrans, including a variety of NPCs, vehicles, and robots. There should be enough variety to appease any type of campaign involving terrans and their technology. Terran NPCs

Academic Level 1 Medium-sized Non-heroic Terran, Trivial Threat Characteristic Point Purchases: Core Citizen (+1 willpower), +1 intelligence, 3 Adventuring Points Hit Points: 26 Healing Threshold: 6 Damage Threshold: 14 Defense: 11 Toughness: 10 Resolve: 14 Speed: 5 Shift Speed: 1 Morale Bonus: +6 Space: 1 square Reach: 1 square Initiative: +3 Resistances: Ballistic (1); Melee (1); Explosive (1); Biological (1); Energy (1); Psionic (2) -Fist +1 attack, 2 melee damage (melee range/3 attacks) Prowess Skills: Melee 1, Pistol 2, Land Vehicle 3, Mental Training 3 Adventuring Skills: Novice Computers 3 (+7 TB), Novice Science 3 (+7 TB), Novice Lore 3 (+7 TB) Talents: Makeshift Repairs Strength: 2 Instinct: 2 Agility: 3 Intelligence: 4 Willpower: 3 Gear: Standard Civilian Equipment, Fone OR Personal Data Assistant, 50-500 Credits Description: The academic includes anyone who is more intelligent than average but relatively inexperienced. This includes university students, teachers, fledgling scientists, and other bright but inexperienced professionals. Aristocrat, Lesser Level 3 Medium-sized Heroic Terran, Low Threat Characteristic Point Purchases: Personality, Core Citizen (+1 instinct), +2 willpower, 3 Adventuring Points Hit Points: 60 Healing Threshold: 6 Damage Threshold: 16 Defense: 14 Toughness: 14 Resolve: 15 Speed: 5 Shift Speed: 1 Morale Bonus: +7 Space: 1 square Reach: 1 square Initiative: +3 Resistances: Ballistic (1); Melee (1); Explosive (1); Biological (1); Energy (1); Psionic (4) -Advanced Heavy Revolver +4 attack, 11 ballistic damage (medium range/2 attacks/6 shots) (Gradual Reload) Prowess Skills: Melee 2, Pistol 2, Land Vehicle 2, Aerial 2, Durable 1, Defensive Training 3, Mental Training 3 Adventuring Skills: Novice Influence 5 (+10 TB), Novice Computers 5 (+8 TB), Novice Leadership 5 (+10 TB), Novice Lore 5 (+8 TB) Talents: Dissuade, Great Speaker, Defensive Fighting, Demean Special Trait (Impressionable): When making a combat influence test, the aristocrat can affect 4 targets with the same influence check. Strength: 3 Instinct: 4 Agility: 3 Intelligence: 3 Willpower: 5 Gear: Wealthy Citizens Attire, Elite Fone OR Elite Personal Data Assistant, 600-3,000 Credits, Advanced Heavy Revolver with 6 Slugs Description: The lesser aristocrat can represent a young member of a major noble house, or a leader of a lesser house. This people have been lavished with the greatest of possessions, and the finest training, and have been groomed to be great leaders of men. Their exact disposition varies; they can be secretive behind the scenes manipulators, crooks with criminal ties, or simply decadent youths.

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Aristocrat, Senior Level 8 Medium-sized Heroic Terran, Medium Threat Characteristic Point Purchases: Personality, Core Citizen (+1 instinct), +2 willpower, 3 Adventuring Points, Aristocrat Hit Points: 90 Healing Threshold: 6 Damage Threshold: 19 Defense: 19 Toughness: 19 Resolve: 23 Speed: 5 Shift Speed: 1 Morale Bonus: +15 Space: 1 square Reach: 1 square Initiative: +10 Resistances: Ballistic (4); Melee (5); Explosive (8); Biological (1); Energy (1); Psionic (13) -Mastercrafted Heavy Revolver +12 attack, 19 ballistic damage (medium range/2 attacks/6 shots) (4 Pen, Gradual Reload) -Elite Piercing Dueling Sword +11 attack, 16 melee damage (melee range/2 attacks) (4 Pen, Defensive +2) Prowess Skills: Melee 7, Pistol 7, Land Vehicle 3, Aerial 3, Durable 4, Defensive Training 8, Mental Training 8 Adventuring Skills: Journeyman Athletics 8 (+11 TB), Journeyman Acrobatics 8 (+11 TB), Journeyman Influence 10 (+17 TB), Journeyman Computers 10 (+16 TB), Journeyman Leadership 10 (+17 TB), Journeyman Lore 10 (+16 TB), Journeyman Science 8 (+14 TB), Journeyman Tactics 10 (+16 TB) Talents: Dissuade, Great Speaker, Defensive Fighting, Demean, Intimidating Presence, Resistant, Resolute, Air of Authority, Penetration Special Trait (Impressionable): When making a combat influence test, the aristocrat can affect 5 targets with the same influence check. Special Trait (Authority): When an enemy tries to use a function of combat influence against one of the Senior Aristocrat’s allies within sight, the aristocrat can make an opposed influence check. If the aristocrat’s influence check is higher, than the combat influence has no effect on their ally. Special Trait (Intimidating Presence): All enemies with 7 squares of the aristocrat take a -1 penalty to attacks, skill checks, and morale checks. Special Trait (Air of Authority): Non-fearless enemies must make a DC 20 morale test or be unable to move adjacent or attack the Senior Aristocrat. Targets have to make a morale test every round, although they are immune to this effect if the aristocrat attacked them on the previous turn. Strength: 3 Instinct: 4 Agility: 3 Intelligence: 6 Willpower: 7 Gear: Royal Uniform (counts as Elite Padded Jacket), Mastercrafted Fone OR Mastercrafted Personal Data Assistant, Mastercrafted Heavy Revolver with Improved Accuracy and Improved Potency with 18 Armor-Piercing Slugs, Elite Piercing Dueling Sword Description: The senior aristocrat include some of the most powerful people in Terran society. Leading members of the Old Families of the Confederacy, the Dominion’s top officials, the leaders of the mining guilds, the members of the Protectorates ruling body, all of these would be considered senior aristocrats. Such individuals are very skilled and ruthless themselves, and sport some of the finest items, but their true danger is to be able to summon an army with nothing but a single touch of a button. A senior aristocrat is an excellent villain at the end of a long adventure, or a powerful benefactor that spurs the players onward.

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Cadet Level 1 Medium-sized Non-heroic Terran, Low Threat Characteristic Point Purchases: Core Citizen, +1 strength, +1 instinct Hit Points: 34 Healing Threshold: 6 Damage Threshold: 15 Defense: 12 Toughness: 12 Resolve: 11 Speed: 5 Shift Speed: 1 Morale Bonus: +2 Space: 1 square Reach: 1 square Initiative: +3 Resistances: Ballistic (1); Melee (1); Explosive (1); Biological (1); Energy (1); Psionic (1) -Pistol +2 attack, 6 ballistic damage (medium range/3 attacks/ 15 shots) -Pistol Whip +0 attack, 5 melee damage (melee range/2 attacks) Prowess Skills: Melee 2, Pistol 2, Rifle 1, Land Vehicle 1, Mental Training 1, Defensive Training 1, Durability 1 Adventuring Skills (-0 armor check): Novice Lore 1 (+4 TB), Novice Influence 1 (+3 TB), Novice Tactics 3 (+6 TB), Novice Pilot 1 (+5 TB), Novice Athletics 1 (+4 TB) Talents: Defensive Fighting Strength: 3 Instinct: 4 Agility: 3 Intelligence: 3 Willpower: 2 Gear: Military Uniform, Pistol and 2 clips, 25-50 credits Description: The cadet represents a new, green recruit into the military. The cadet has much essential training in fighting, and carries a basic side arm, but has no real combat experience.

Colonial Marshal Level 8 Medium-sized Non-heroic Terran, Medium Threat Characteristic Point Purchases: Fringe Colonist (+2 strength, +1 agility, +1 willpower), 3 Prowess Points Hit Points: 105 Healing Threshold: 7 Damage Threshold: 24 Defense: 18 Toughness: 19 Resolve: 17 Speed: 6 Shift Speed: 1 Morale Bonus: +9 Space: 1 square Reach: 1 square Initiative: +4 Resistances: Ballistic (8); Melee (8); Explosive (17); Biological (6); Energy (6); Psionic (4) -Elite Military Shotgun +9 attack, 20 ballistic damage (short range/1 attacks/10 shots) (Spread, Gradual Reload) -Rifle Butt +5 attack, 15 melee damage (melee range/1 attack) -Elite Heavy Revolver +9 attack, 17 ballistic damage (medium range/2 attacks/ 6 shots) (Gradual Reload) -Pistol Whip +5 attack, 8 melee damage (melee range/2 attacks) -Elite Heavy Tool +6 attack, 18 melee damage (melee range/2 attacks) (1 Pen, Smashing) Prowess Skills: Melee 5, Pistol 6, Rifle 7, Explosives 5, Durability 7, Land Vehicle 7, Defensive Training 6, Mental Training 5 Adventuring Skills: Journeyman Acrobatics 6 (+6 TB), Journeyman Athletics 6 (+7 TB), Journeyman Endurance 6 (+11 TB), Novice Medicine 2 (+4 TB), Journeyman Pilot 6 (+11 TB), Journeyman Sneak 6 (+6 TB) Talents: Resistant, Weapon Mastery (shotgun), Sneak Attack, Deft Charge, Keen Senses, Dodge, Power Strike, Bulwark Strength: 5 Instinct: 5 Agility: 4 Intelligence: 2 Willpower: 4 Gear: Elite Heavy Tool with Increased Potency, Elite Heavy Revolver with Increased Potency and Easy Reload with 18 Hollow Point Rounds, Elite Military Shotgun with 10 Shells, Advanced Light Combat Armor, Some type of vehicle (bike, car, hellion, or vulture),Equipment Bandoliers with 20 shells, 150-300 credits Description: The colonial marshal represents the law around frontier colonies. Often veteran individuals, such as former marines, colonial marshals brave the criminals and hazards of the dangerous outlying colonies, where often they have no one to rely on but themselves, and there is no one to call for help in a desperate moment. As a result, these individuals tend to be tough and desperate loners, fighting their way through a hard life.

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Combat Pilot, Ace Level 12 Medium-sized Non-heroic Terran, Low Threat Characteristic Point Purchases: Core Citizen (+1 instinct), +1 agility, 3 Prowess Points Hit Points: 106 Healing Threshold: 7 Damage Threshold: 22 Defense: 23 Toughness: 20 Resolve: 15 Speed: 7 Shift Speed: 2 Morale Bonus: +7 Space: 1 square Reach: 1 square Initiative: +14 Resistances: Ballistic (5); Melee (5); Explosive (8); Biological (5); Energy (5); Psionic (2) -Elite Gauss Pistol +8 attack, 6 ballistic damage (melee range/3 attacks/ 30 shots) (4 Pen) -Pistol Whip +1 attack, 7 melee damage (melee range/2 attacks) -Advanced Fragmentation Grenade +1 attack, 50 explosive damage (short range/thrown) (Burst 4, Grenade) Prowess Skills: Melee 1, Pistol 5, Explosive 1, Heavy 12, Land 12, Walker 12, Aerial 12, Durability 6, Defensive Training 8, Mental Training 3 Adventuring Skills: Expert Athletics 11 (+14 TB), Expert Acrobatics 11 (+18 TB), Journeyman Lore 8 (+11 TB), Novice Influence 4 (+7 TB), Journeyman Pilot 14 (+21 TB), Journeyman Tactics 14 (+17 TB) Talents: Fast Reload, Dissuade, Mobile Attacker, Strafing Attack, Bombardment, Duck and Cover, Defensive Fighting, Improved Defensive Fighting, Gun Down, Heavy Metal, Improved Gun Down, Improved Versatility Strength: 4 Instinct: 7 Agility: 7 Intelligence: 3 Willpower: 4 Gear: Elite Gauss Pistol with 2 magazines, Elite Fragmentation Grenade, Elite Flight Suit, Air Tank, 1 Military Vehicle (either tier 1-3) Description: The ace combat pilot is the survivor of many battles. Granted the best vehicles in an armada, these veterans have more than a few stories to share, and their names are often known, and feared, outside their own circles.

Combat Pilot, Veteran Level 8 Medium-sized Non-heroic Terran, Low Threat Characteristic Point Purchases: Core Citizen (+1 instinct), +1 agility, 3 Prowess Points Hit Points: 65 Healing Threshold: 6 Damage Threshold: 18 Defense: 18 Toughness: 15 Resolve: 14 Speed: 7 Shift Speed: 2 Morale Bonus: +6 Space: 1 square Reach: 1 square Initiative: +10 Resistances: Ballistic (4); Melee (4); Explosive (7); Biological (4); Energy (4); Psionic (2) -Advanced Gauss Pistol +5 attack, 5 ballistic damage (melee range/3 attacks/ 30 shots) (4 Pen) -Pistol Whip +0 attack, 6 melee damage (melee range/2 attacks) -Advanced Fragmentation Grenade +0 attack, 45 explosive damage (short range/thrown) (Burst 3, Grenade) Prowess Skills: Melee 1, Pistol 3, Explosive 1, Heavy 8, Land 8, Walker 8, Aerial 8, Durability 3, Defensive Training 4, Mental Training 3 Adventuring Skills: Journeyman Athletics 7 (+9 TB), Journeyman Acrobatics 7 (+12 TB), Journeyman Lore 6 (+9 TB), Novice Influence 2 (+5 TB), Journeyman Pilot 10 (+16 TB), Journeyman Tactics 10 (+13 TB) Talents: Fast Reload, Dissuade, Mobile Attacker, Strafing Attack, Bombardment, Duck and Cover, Defensive Fighting, Improved Defensive Fighting Strength: 3 Instinct: 6 Agility: 6 Intelligence: 3 Willpower: 3 Gear: Advanced Gauss Pistol with 2 magazines, Advanced Fragmentation Grenade, Advanced Flight Suit, Air Tank, 1 Military Vehicle (either tier 1 or tier 2) Description: The veteran combat pilot is a pilot who has proven their skill, and has moved up to more advanced combat vehicles. While not dangerous individually, these pilots have proven to be fearsome adversaries when inside the cockpit.

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Crime Lord Level 9 Medium-sized Heroic Terran, Medium Threat Characteristic Point Purchases: Core Citizen (+1 instinct), Brute, +1 willpower, 1 Talent, 1 Prowess Point Hit Points: 135 Healing Threshold: 7 Damage Threshold: 25 Defense: 19 Toughness: 20 Resolve: 22 Speed: 5 Shift Speed: 1 Morale Bonus: +14 Space: 1 square Reach: 1 square Initiative: +4 Resistances: Ballistic (5); Melee (6); Explosive (9); Biological (2); Energy (2); Psionic (7) -Elite Gauss Pistol +11 attack, 7 ballistic damage (melee range/3 attacks/ 30 shots) (4 Pen, 4 Rend, Improved Cripple) -Pistol Whip +8 attack, 6 melee damage (melee range/2 attacks) -Advanced Military Shotgun +8 attack, 18 ballistic damage (short range/1 attacks/10 shots) (2 Pen, 3 Rend, Spread, Gradual Reload, Improved Cripple) -Rifle Butt +7 attack, 13 melee damage (melee range/1 attack) Prowess Skills: Melee 8, Pistol 8, Rifle 7, Land Vehicle 4, Durability 8, Defensive Training 7, Mental Training 8 Adventuring Skills: Novice Acrobatics 2 (+6 TB), Journeyman Endurance 9 (+14 TB), Journeyman Leadership 8 (+14 TB), Novice Lore 4 (+8 TB), Expert Influence 11 (+17 TB), Journeyman Perception 6 (+10 TB), Journeyman Pilot 5 (+9 TB), Novice Stealth 5 (+9 TB), Novice Tactics 4 (+8 TB) Talents: Power Strike, Defensive Fighting, Survivor, Demean, Intimidating Presence, Survival Instincts, Air of Authority, Great Speaker, Jaded, Cynic Special Trait (Truly Tough): When reduced to 0 hit points and forced to roll on the disfigurement table, they reduce the size of the bonus to the table resulting from excessive damage by half. Special Trait (Intimidating Shot): When making a successful ranged attack with a pistol or rifle, the crime lord can choose to automatically miss the attack to make a Demand Surrender test with a bonus to the test equal to the amount they surpassed the target’s defense. Furthermore, on any successfully damaging pistol or rifle attack, the character can reduce the final damage dealt by half, to gain a bonus to all combat influence tests made against the target equal to the damage dealt by the attack until the end of the turn. Special Trait (Intimidating Presence): All enemies with 6 squares of the crime lord take a -1 penalty to attacks, skill checks, and morale checks. Special Trait (Air of Authority): Non-fearless enemies must make a DC 18 morale test or be unable to move adjacent or attack the Crime Lord. Targets have to make a morale test every round, although they are immune to this effect if the Crime Lord attacked them on the previous turn. Strength: 5 Instinct: 4 Agility: 4 Intelligence: 4 Willpower: 6 Gear: Elite Padded Jacket, Elite Fone OR Elite Personal Data Assistant, Elite Gauss Pistol with 2 U-238 Clips, Advanced Military Shotgun with 20 Adamantine Shells, 1,000-5,000 Credits Description: The crime lord is the king of the scum, a low-life rascal that has reached the highest position in the pits of the underworld by being the worst of the ruthless. Now a terrifying kingpin with the government and law often in his own pocket, the crime lord constantly makes clandestine deals and uses strong armed tactics to increase his own power and wealth. The crime lord is an excellent nemesis in an urban campaign, and makes strong use of other NPCs, including Thugs, Guns-for-Hire, Enforcers, Bounty Hunters, Hardskin Mercenaries, and Assassins.

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Firebat Level 8 Large-sized Non-heroic Terran, High Threat Characteristic Point Purchases: Fringe Colonist (+3 strength, +1 willpower), +1 agility, 1 Prowess Point, -1 willpower Hit Points: 135 Healing Threshold: 8 Damage Threshold: 27 Defense: 20 Toughness: 29 Resolve: 14 Speed: 7 Shift Speed: 1 Morale Bonus: +6 Space: 2 by 2 squares Reach: 2 squares Initiative: +6 Resistances: Ballistic (14); Melee (14); Explosive (14); Biological (8); Energy (12); Psionic (4) -Flamethrower Arm +10 attack, 19 energy damage (special range/1 attack/60 shots) (2 Pen, Cone 6, Flames) -Flamethrower Arm w/ Dual Wielding +8 attack, 19 energy damage (special range/1 attack/60 shots) (2 Pen, Cone 6, Flames) -Rifle Butt +5 attack, 15 melee damage (melee range/1 attack) (2 Pen) -Rifle Butt w/ Dual Wielding +3 attack, 15 melee damage (melee range/2 attacks) (2 Pen) Prowess Skills: Melee 7, Pistol 4, Rifle 4, Heavy Weapons 10, Explosive 5, Land Vehicle 2, Durability 9, Defensive Training 8, Mental Training 4 Adventuring Skills: Novice Acrobatics 5 (+2 TB), Journeyman Athletics 10 (+7 TB), Journeyman Endurance 10 (+19 TB), Novice Sneak 5 (-1 TB), Journeyman Tactics 6 (+8 TB) Talents: Powered Armor Training, Resistant, Penetration, Improved Penetration, Dual-Weapon Skill, Improved Dual-Weapon Skill, Chemical Tolerance, Bulwark Strength: 7 (9) Instinct: 4 (5) Agility: 6 Intelligence: 2 Willpower: 2 Gear: CMC-660 ‘Firebat’ Powered Combat Armor, 2 doses of Rage, 2 doses of Combat Stimulants, 1 dose of Painkiller Description: The Firebat is a soldier wearing the dual-flamethrower carrying CMC-660 Powered Combat Armor. The wearer often resocialized psychopath or pyromaniac, the armor grants the wear near invulnerability while allowing them to rain flaming death across a battlefield. These combatants are known to be dangerous and reckless, singing or talking to themselves while they inject themselves with more and more chemicals, oblivious to what is really going on around them.

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Ghost, Senior Operative Level 14 Epic Powered Medium-sized Heroic Terran, High Threat Characteristic Point Purchases: Core Citizen (+1 willpower), Advanced Telepath Ghost, Sniper, +1 instinct, 1 Talent, Psionic Assassin Hit Points: 230 Healing Threshold: 7 Damage Threshold: 30 Defense: 30 Toughness: 29 Resolve: 30 Speed: 7 Shift Speed: 2 Morale Bonus: +22 Space: 1 square Reach: 1 square Initiative: +16 Resistances: Ballistic (10); Melee (10); Explosive (13); Biological (10); Energy (10); Psionic (25) -Elite Canister Rifle +21 attack, 33 explosive damage (medium range/2 attacks/20 shots) (8 Pen, 6 Rend, Digital Scope, Targeting Laser) -Elite Canister Rifle w/ EMP Canister +21 attack, 33 damage to shields (medium range/2 attacks/2 shots) (Burst 4, Digital Scope, Energy Drain) -Rifle Butt +7 attack, 16 melee damage (melee range/1 attack) (3 pen) -Mastercrafted Piercing Combat Knife +17 attack, 12 melee damage (melee range/3 attacks) (7 Pen) Prowess Skills: Melee 14, Rifle 16, Pistol 7, Land Vehicle 2, Aerial 3, Durability 14, Defensive Training 16, Mental Training 14 Adventuring Skills: Expert Athletics 13 (+18 TB), Expert Acrobatics 13 (+19 TB), Journeyman Lore 7 (+10 TB), Novice Influence 1 (+9 TB), Master Tactics 16 (+19 TB), Master Psionics 16 (+24 TB), Journeyman Stealth 7 (+13 TB) Talents: Psychic Powerx5, Martial Arts Unarmed Combat Training, Military Unarmed Combat Training, Penetration, Psi Level 2, Dodge Improved Penetration, Psi Level 3, Psi Level 4, Resistant, Duck and Cover, Endless Energy, Psi Level 5, Psi Level 6, Resilience, Weapon Mastery (Long Guns), Survivor, Greater Penetration, Cloaking Focus, Improved Cloaking Focus, Improved Endless Energy, Greater Endless Energy, Improved Resistant, Telepathy Focus, Improved Telepathy Focus, Combat Reflexes, Threatening Shot, Execution Psionic Powers: Reading, Rush, Cloaking, Messaging, Psychic Block, Compulsion, Enhanced Attributes, Toughness, Muscular Enhancement, Hallucination, Regeneration, Breathless, Stop Organ, Mind Blast Special Trait (Advanced Telepath): The ghost senior operative can gain a Psi Level of up to 6, and can draw powers from the Telepathy, Cloaking, and Augmentation disciplines. The character also possesses Psionic Detection and Natural Mind Reading. Special Trait (Critical Shot): When damaging an opponent at medium range or further with a scoped rifle, the target of the attack and all their allies with 6 squares take a negative morale marker Special Trait (Warp Time): When making an aim action with a ranged weapon, the senior operative can make a DC 20 Psionics check and slow time for their next shot. The target the senior operative is attacking does not gain their agility bonus to defense against the ghost’s attack. Special Trait (Resilience): The character takes 1 less crippling wound point from each individual attacks that deals a crippling wound. An attack brought to 0 crippling wounds does not deal an ongoing crippling wound effect. Strength: 4 (5) Instinct: 8 Agility: 5 (6) Intelligence: 3 Willpower: 8 Gear: Elite Hostile Environment Suit, Elite Canister Rifle with Increased Potency, Digital Scope, and Improved Precision and 3 clips of Shredder Canisters and 3 EMP Canisters, Mastercrafted Piercing Combat Knife with Improved Potency, Operative- Pattern Neural Implant (see Game Universe Rules) Description: The Senior Operative Ghosts are entities of nightmares. Barely human anymore, these merciless killing machines possess supernatural abilities that put them beyond even their lesser kin. Able to repair their own bodies or melt the brain of another man, the senior operatives have killed hundreds, maybe thousands, and continue to murder their way across the sector at the behest of their masters.

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Laborer Level 1 Medium-sized Non-heroic Terran, Low Threat Characteristic Point Purchases: Core Citizen (+1 willpower), +2 strength, -1 intelligence, -1 willpower, 1 Talent Hit Points: 47 Healing Threshold: 7 Damage Threshold: 16 Defense: 11 Toughness: 12 Resolve: 9 Speed: 5 Shift Speed: 1 Morale Bonus: +1 Space: 1 square Reach: 1 square Initiative: +3 Resistances: Ballistic (3); Melee (3); Explosive (3); Biological (3); Energy (3); Psionic (2) -Light Tool +2 attack, 6 melee damage (melee range/3 attacks) (1 Pen, Smashing) Prowess Skills: Melee 3, Pistol 1, Land Vehicle 1, Durability 3, Mental Training 1 Adventuring Skills: Novice Athletics 2 (+6 TB), Endurance 2 (+6 TB), Lore 1 (+3 TB), Influence 1 (+3 TB) Talents: Wrestling Combatant, Resistant Strength: 4 Instinct: 2 Agility: 3 Intelligence: 2 Willpower: 2 Gear: Low-Quality Clothing, Light Tool, 5-10 credits Description: The laborer is any citizen who gets through life by performing physical labor. Underpaid, underappreciated, and stepped on by most others, the laborer is a survivor who does what he can to make ends meet in a difficult universe.

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Marine Elite Level 8 Medium-sized Non-heroic Terran, Medium Threat Characteristic Point Purchases: Core Citizen (+1 instinct), +1 strength, -1 intelligence, -1 willpower, 1 Talent Hit Points: 95 Healing Threshold: 7 Damage Threshold: 22 Defense: 20/23 Toughness: 23 Resolve: 12 Speed: 6 Shift Speed: 1 Morale Bonus: +4 Space: 1 square Reach: 1 square Initiative: +8 Resistances: Ballistic (12); Melee (12); Explosive (16); Biological (8); Energy (8); Psionic (3) -Advanced Heavy Gauss Rifle w/ Burst +12 attack, 18 ballistic damage (medium range/1 attack/300 shots) (5 Pen, Burst 1 or Burst 2, Grip Extension, Gauss) -Advanced Heavy Gauss Rifle w/ Focused Burst +12 attack, 27 ballistic damage (medium range/1 attack/300 shots) (5 Pen, Grip Extension, Gauss) -Advanced Gauss Sniper Rifle +11 attack, 24 ballistic damage (long range/1 attack/20 shots) (5 Pen, Digital Scope) -Advanced Rocket Launcher +8 attack, 70 explosive damage (long range/1 attack/3 shots) (10 Pen, Burst 2, Rocket, Long Reload) -Advanced Gauss Cannon with Burst +9 attack, 18 ballistic damage (medium range/2 attacks/500 shots) (5 Pen, Burst 1 or Burst 2, Storm of Bullets, Gauss) -Advanced Gauss Cannon w/ Focused Burst +9 attack, 27 ballistic damage (medium range/2 attacks/ 500 shots) (5 Pen, Storm of Bullets, Gauss) -Shoulder Rocket Battery +5 attack, 60 explosive damage (medium range/2 attacks/4 shots) (1 Pen, Burst 2, Rocket, Gradual Reload) -Advanced Gauss Pistol +7 attack, 5 ballistic damage (medium range/3 attacks/30 shots) (5 Pen) -Pistol Whip +3 attack, 8 melee damage (melee range/2 attacks) (1 Pen) -Rifle Butt +3 attack, 14 melee damage (melee range/1 attack) (1 Pen) -Advanced Fragmentation Grenade +2 attack, 45 explosive damage (short range/thrown) (1 Pen, Burst 3, Grenade) Prowess Skills: Melee 4, Pistol 5, Rifle 8, Explosives 3, Heavy Weapons 6, Land Vehicle 3, Durability 5, Defensive Training 8, Mental Training 2 Adventuring Skills: Journeyman Athletics 7 (+6/-2 TB), Journeyman Acrobatics 7 (+3/-1 TB), Journeyman Endurance 7 (+14 TB), Novice Lore 4 (+6 TB), Influence 1 (+2 TB), Journeyman Tactics 8 (+10 TB) Talents: Powered Armor Training, Defensive Fighting, Penetration, Resistant, Weapon Mastery (Full Automatics), Improved Defensive Fighting, Duck and Cover, Combat Reflexes, Threatening Shot Weapon Load Out: Marines carry a wide variety of equipment and weapon load outs, each load out serving a different tactical roll in a squad. Below are the common configurations and their gear selection. -Tactical Infantry: Advanced Heavy Gauss Rifle with 3 magazines and an Advanced Ballistic Combat Shield -Sniper Support: Gauss Sniper Rifle with 3 magazines -Anti-Armor: Advanced Rocket Launcher with 6 Anti-Armor Rockets -Heavy Artillery: Advanced Gauss Cannon with 1 clip and Shoulder Rocket Battery with 4 rockets Strength: 5 (7) Instinct: 6 Agility: 4 Intelligence: 2 Willpower: 2 Gear: Advanced CMC-300 Powered Armor, Advanced Gauss Pistol with 3 clips, Advanced Fragmentation Grenade, 3 doses of Combat Stimulants, 2 doses of Painkillers Description: Rather than becoming a sergeant or moving up the officer chain, some military members chose to join and elite unit instead, opting for advanced training and higher powered weaponry. These members form Elite squads, which fight in the government’s toughest battles or perform the most difficult operations. These marines’ squads often have Firebat or Marauder support in their squads, and are sometimes even supported by Ghost operatives. Occasionally a Marine Elite will be found supporting or advising a squad of lesser marines.

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Marine Elite Captain Level 11 Medium-sized Non-heroic Terran, Medium Threat Characteristic Point Purchases: Core Citizen (+1 instinct), +1 strength, -1 intelligence, -1 willpower, 1 Talent Hit Points: 120 Healing Threshold: 7 Damage Threshold: 24 Defense: 25 Toughness: 25 Resolve: 18 Speed: 6 Shift Speed: 1 Morale Bonus: +10 Space: 1 square Reach: 1 square Initiative: +11 Resistances: Ballistic (16); Melee (14); Explosive (22); Biological (9); Energy (9); Psionic (7) -Elite Heavy Gauss Rifle w/ Burst +16 attack, 22 ballistic damage (medium range/1 attack/300 shots) (5 Pen, Burst 1 or Burst 2, Grip Extension, Gauss) -Elite Heavy Gauss Rifle w/ Focused Burst +16 attack, 33 ballistic damage (medium range/1 attack/300 shots) (5 Pen, Grip Extension, Gauss) -Rifle Bayonet +15 attack, 21 melee damage (melee range/1 attack) (1 Pen) -Elite Gauss Pistol +15 attack, 7 ballistic damage (medium range/3 attacks/30 shots) (5 Pen) -Pistol Whip +13 attack, 11 melee damage (melee range/2 attacks) (1 Pen) -Elite Fragmentation Grenade +9 attack, 50 explosive damage (short range/thrown) (Burst 4, Grenade) Prowess Skills: Melee 6, Pistol 6, Rifle 11, Explosives 4, Heavy Weapons 6, Land Vehicle 3, Durability 7, Defensive Training 10, Mental Training 6 Adventuring Skills: Journeyman Athletics 7 (+4 TB), Journeyman Acrobatics 7 (+4 TB), Journeyman Endurance 7 (+14 TB), Expert Leadership 11 (+15 TB), Journeyman Lore 8 (+9 TB), Journeyman Influence 6 (+10 TB), Expert Tactics 11 (+14 TB) Talents: Powered Armor Training, Defensive Fighting, Penetration, Resistant, Weapon Mastery (Full Automatics), Improved Defensive Fighting, Duck and Cover, Combat Reflexes, Threatening Shot, Defense of Will, Inspirational Presence, Improved Resistant Special Trait (Inspirational Presence): All allies within 4 squares of the marine captain gain a +1 bonus to attacks, skill checks, and morale checks. Strength: 5 (7) Instinct: 6 Agility: 4 Intelligence: 3 Willpower: 4 Gear: Advanced CMC-400 Powered Armor with Dispersion Plating, Elite Gauss Rifle with Rifle Bayonet with 3 clips, Elite Ballistic Combat Shield, Elite Gauss Pistol with 3 clips, Elite Fragmentation Grenade, 3 doses of Combat Stimulants, 2 doses of Painkillers Description: The Marine Captain is a fearsome veteran of many wars, charging headfirst into battle on over a dozen worlds. Captains usually govern several squads of marines, or personally lead a single elite squad. The men usually have fierce loyalty to a high ranking officer such as this, and their morale will break should such a commanding authority fall.

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Military Scientist Level 5 Medium-sized Non-heroic Terran, Low Threat Characteristic Point Purchases: Core Citizen (+1 willpower), +1 intelligence, +1 willpower Hit Points: 44 Healing Threshold: 6 Damage Threshold: 16 Defense: 15 Toughness: 14 Resolve: 18 Speed: 5 Shift Speed: 1 Morale Bonus: +10 Space: 1 square Reach: 1 square Initiative: +4 Resistances: Ballistic (1); Melee (1); Explosive (1); Biological (1); Energy (1); Psionic (5) -Advanced Pistol +7 attack, 7 ballistic damage (melee range/3 attacks/ 15 shots) (Fast Reload) -Pistol Whip +3 attack, 6 melee damage (melee range/2 attacks) Prowess Skills: Melee 4, Pistol 5, Land Vehicle 5, Aerial 3, Durability 2, Defensive Training 4, Mental Training 6 Adventuring Skills: Journeyman Computers 7 (+13 TB), Journeyman Lore 7 (+13 TB), Journeyman Influence 7 (+11 TB), Journeyman Science 7 (+13 TB), Journeyman Medicine 7 (+13 TB), Journeyman Perception 4 (+8 TB), Journeyman Pilot 3 (+7 TB) Talents: Makeshift Repairs, Structural Weakness, Improved Targeting, Sabotage, Universal Knowledge Strength: 2 Instinct: 4 Agility: 3 Intelligence: 6 Willpower: 4 Gear: Lab Uniform, Elite Fone OR Elite Personal Data Assistant, Advanced Pistol with 1 clip, 200-600 Credits Description: This represents the many scientists found inside the top secreat military labs scattered across the Koprulu Sector. The moral fiber of these scientists varies; some of them are humanitarians looking for the next breakthrough to help society; others are twisted sociopaths whose scientific practices involve torture and mutilation of their test subjects. It is often very hard to tell which one is which. Whichever they are, these individuals are often the heads of their fields, including engineering, xenobiology, medicine, and theoretical physics.

Naval Officer Level 6 Medium-sized Non-heroic Terran, Low Threat Characteristic Point Purchases: Core Citizen (+1 instinct), +1 strength, +1 instinct Hit Points: 59 Healing Threshold: 6 Damage Threshold: 18 Defense: 14 Toughness: 14 Resolve: 17 Speed: 5 Shift Speed: 1 Morale Bonus: +9 Space: 1 square Reach: 1 square Initiative: +8 Resistances: Ballistic (3); Melee (4); Explosive (7); Biological (1); Energy (1); Psionic (4) -Advanced Gauss Pistol +7 attack, 5 ballistic damage (medium range/3 attacks/30 shots) (4 Pen) -Pistol Whip +2 attack, 6 melee damage (melee range/2 attacks) -Advanced Combat Knife +3 attack, 6 melee damage (melee range/3 attacks) Prowess Skills: Melee 3, Pistol 5, Heavy 6, Land Vehicle 3, Aerial 6, Durability 3, Defensive Training 3, Mental Training 5 Adventuring Skills: Journeyman Computers 8 (+13 TB), Journeyman Influence 6 (+10 TB), Journeyman Leadership 8 (+12 TB), Journeyman Lore 6 (+11 TB), Journeyman Pilot 8 (+13 TB), Journeyman Tactics 8 (+13 TB) Talents: Improved Targeting, Defensive Fighting, Defense of Will, Weapon Mastery (pistol), Improved Defensive Fighting, Bombardment Strength: 3 Instinct: 5 Agility: 3 Intelligence: 5 Willpower: 4 Gear: Officers Uniform (counts as Advanced Padded Jacket), Advanced Gauss Pistol and 3 clips, Advanced Combat Knife Description: The naval officer leads most of the important functions aboard a capital ship such as a battlecruiser, including navigation, sitting at the helm, commanding weapon systems, and overseeing the shipman. They are also some of the more experienced combatants aboard a vessel, and organize their subordinates and sometimes even Marine squads to defend the vessel against boarders.

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Reaper Level 8 Medium-sized Non-heroic Terran, High Threat Characteristic Point Purchases: Fringe Colonist Citizen (+1 strength, +2 agility, +1 willpower), +1 agility Hit Points: 105 Healing Threshold: 7 Damage Threshold: 24 Defense: 23 Toughness: 23 Resolve: 17 Speed: 7 Shift Speed: 2 Morale Bonus: +9 Space: 1 square Reach: 1 square Initiative: +7 Resistances: Ballistic (8); Melee (7); Explosive (15); Biological (7); Energy (7); Psionic (5) -Advanced Repeating Gauss Pistol w/ Dual Wielding +9 attack, 9 ballistic damage (medium range/8 attacks/ 100x2 shots) (6 Pen, 2 Rend) -Advanced Repeating Gauss Pistol w/ Dual Wielding Burst +9 attack, 18 ballistic damage (medium range/2 attacks/ 100x2 shots) (7 Pen, 3 Rend, Burst 1) -Advanced Repeating Gauss Pistol w/ Dual Wielding Focused Burst +9 attack, 27 ballistic damage (medium range/2 attacks/ 100x2 shots) (6 Pen, 2 Rend) -Pistol Whip +5 attack, 8 melee damage (melee range/2 attacks) -Demolition Charge +8 attack, 80 explosive damage (short range or planted/thrown) (Burst 4, Unstable Explosion, Destructible) Prowess Skills: Melee 6, Pistol 10, Rifle 1, Explosives 9, Durability 7, Defensive Training 8, Mental Training 4 Adventuring Skills: Journeyman Acrobatics 7 (+14 TB), Journeyman Athletics 7 (+13 TB), Journeyman Endurance 7 (+13 TB), Journeyman Sneak 7 (+14 TB), Journeyman Tactics 7 (+9 TB) Talents: Dual-Weapon Skill, Resistant, Deft Charge, Pistol Finesse, Improved Dual-Weapon Skill, Duck and Cover, Weapon Mastery (pistols), Improved Pistol Finesse Special Trait (Pistol Expertise): Reaper’s use agility as the primary statistic for using pistols, gains +4 penetration when using pistols, pistol range increments are 4 squares larger, and reduce targets damage threshold by 2 against pistol attacks. Special Trait (Jet Pack): The jet pack has a fuel reserve of 60, and 1 fuel can be spent performing one of the following actions: -Boosting: When boosting with the jet pack, the character gains +3 movement speed and +10 to jump checks. -Thrust: Can instantly travel 8 squares into the air as a move action, moving horizontally, vertically, or a combination of the two -Hover: Can hover in air, allowing them to not fall back down after thrusting so they can Thrust again next round -Controlled Fall: When jumping downwards or making a controlled fall, can reduce falling damage by 4 squares per fuel spent. Strength: 5 (6) Instinct: 4 Agility: 7 Intelligence: 2 Willpower: 5 Gear: Advanced Repeating Gauss Pistolx2 with 6 clips of U-238 rounds, Demolition Chargex2, Advanced Combat Body Suit, Advanced Jet Pack, Two Injectors containing 3 doses of Painkillers, One Injector containing 2 doses of Combat Stimulants Description: Reapers were once the worst of the worst, criminals so foul and degenerative that they couldn’t even be successful resocialized. Instead, after being caught, they were sent to a specialty training camp in the fringe worlds, where they were trained, tortured, and injected into being super killing machines. Offered freedom after two years of service, the reapers are used as mobile skirmishers, raiders, suicide terrorists, and close-quarters assassins.

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Rogue Psychic Level 8 Medium-sized Heroic Terran, High Threat Characteristic Point Purchases: Fringe Colonist (+1 strength, +1 instinct, +1 agility, +1 willpower), Advanced Telepath Renegade Psychic, Mentalist Hit Points: 114 Healing Threshold: 7 Damage Threshold: 22 Defense: 20 Toughness: 21 Resolve: 26 Speed: 6 Shift Speed: 1 Morale Bonus: +12 Space: 1 square Reach: 1 square Initiative: +4 Resistances: Ballistic (6); Melee (5); Explosive (14); Biological (5); Energy (5); Psionic (24) -Elite Gauss Pistol +10 attack, 7 ballistic damage (medium range/3 attacks/ 30 shots) (4 Pen, Gauss, Fast Reload) -Pistol Whip +5 attack, 8 melee damage (melee range/2 attacks) -Elite Piercing Sword +10 attack, 23 melee damage (melee range/2 attacks) (3 Pen, Defensive +2) Prowess Skills: Melee 6, Pistol 7, Rifle 4, Explosives 3, Land Vehicle 3, Aerial 3, Durability 6, Defensive Training 8, Mental Training 5 Adventuring Skills: Journeyman Acrobatics 6 (+10 TB), Journeyman Athletics 6 (+11 TB), Journeyman Endurance 6 (+11 TB), Novice Influence 3 (+10 TB), Novice Lore 2 (+5 TB), Journeyman Pilot 6 (+10 TB), Journeyman Sneak 6 (+8 TB), Journeyman Psionics 10 (+17 TB) Talents: Endless Energy, Psychic Power, Psi Level 2, Improved Endless Energy, Psi Level 3, Psi Level 4, Psychic Power, Psi Level 5, Psi Level 6, Survivor Psionic Powers: Reading, Psychic Block, Messaging, Compulsion, Hidden Sight, Hallucination, Stop Organ, Mind Blast, Command Special Trait (Advanced Telepath): The rogue psychic can gain a Psi Level of up to 6, and can draw powers from the Telepathy, Cloaking, and Augmentation disciplines. The character also possesses Psionic Detection and Natural Mind Reading. Special Trait (Telepathic): The rogue psychic has perfect control over their mind, and can freely read any thoughts around them, and can freely send messages as the messaging power, except no check is required and they can always send the messages as fast as regular speech. Strength: 4 (5) Instinct: 4 Agility: 4 Intelligence: 3 Willpower: 7 Gear: Elite Gauss Pistol with increased Potency and Easy Reload with 3 clips, Elite Piercing Sword with Improved Precision and Improved Potency, Advanced Combat Body Suit with Extra Reinforcement and Psi-Screen, Vehicle of some kind Description: Sometimes a young psychic will fall through the cracks of the government, and will not be found and enlisted into the Ghost Program. These psychics have a choice of what type of life they want to live, knowing that they such terrifying abilities. Some attempt to live normal lives. Others, like the individual listed in this profile, live their lives on the run, fighting and running to stay one step ahead of the government’s ghosts and wranglers. This individual represents a rogue psychic who has chosen the life of an outlaw and adventurer, taking work when needed and always trying to stay one step of his or her pursuers. They have honed their telepathy into a weapon, and use it to defend themselves or manipulate others, whatever it takes to survive. They may have gained a substantial reputation as a freelance mercenary, with some willing (or unwilling) followers, with no one knowing their secret to success is their powers.

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Shipman Level 2 Medium-sized Non-heroic Terran, Low Threat Characteristic Point Purchases: Core Citizen (+1 instinct), +1 strength, +1 instinct Hit Points: 37 Healing Threshold: 6 Damage Threshold: 16 Defense: 12 Toughness: 12 Resolve: 11 Speed: 5 Shift Speed: 1 Morale Bonus: +3 Space: 1 square Reach: 1 square Initiative: +3 Resistances: Ballistic (1); Melee (1); Explosive (1); Biological (1); Energy (1); Psionic (1) - Pistol +4 attack, 6 ballistic damage (melee range/3 attacks/ 15 shots) (Fast Reload) -Pistol Whip -1 attack, 5 melee damage (melee range/2 attacks) Prowess Skills: Melee 1, Pistol 3, Heavy 2, Land Vehicle 2, Aerial 3, Durability 1, Defensive Training 1, Mental Training 1 Adventuring Skills: Novice Computers 4 (+8 TB), Novice Influence 1 (+3 TB), Novice Lore 1 (+5 TB), Novice Pilot 4 (+8 TB), Novice Tactics 4 (+8 TB) Talents: Improved Targeting, Defensive Fighting Strength: 3 Instinct: 4 Agility: 3 Intelligence: 4 Willpower: 2 Gear: Naval Uniform, Pistol and 2 clips Description: The shipman is a standard member of the crew of Terran Capital ship. These members have a wide variety of purposes, from cleaning, machine maintenance, repair, upkeep, manning the turrets, serving lookout, and more. Most of the more advanced bridge responsibilities fall to Naval Officers, which lead the shipman in most cases.

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Spectre Level 11 Extreme Powered Medium-sized Heroic Terran, High Threat Characteristic Point Purchases: Core Citizen (+1 willpower), Basic Telepath Ghost, +1 instinct, Spectre Hit Points: 173 Healing Threshold: 6 Damage Threshold: 25 Defense: 28 Toughness: 24 Resolve: 33 Speed: 7 Shift Speed: 2 Morale Bonus: +20 Space: 1 square Reach: 1 square Initiative: +11 Resistances: Ballistic (6); Melee (6); Explosive (9); Biological (6); Energy (6); Psionic (20) -Elite Gauss Assault Rifle +19 attack, 10 ballistic damage (long range/3 attacks/ 60 shots) (7 Pen, 2 Rend, Scope, Improved Cripple) -Elite Gauss Assault Rifle w/ Burst +19 attack, 20 ballistic damage (long range/1 attack/ 60 shots) (7 Pen, 2 Rend, Burst 1, Scope) -Elite Gauss Assault Rifle w/ Focused Burst +19 attack, 30 ballistic damage (long range/1 attack/ 60 shots) (7 Pen, 2 Rend, Scope) -Rifle Butt +9/10 attack, 17 melee damage (melee range/1 attack) (3 Pen) -Elite Piercing Combat Knife +13 attack, 11 melee damage (melee range/3 attacks) (6 Pen) Prowess Skills: Melee 10, Rifle 13, Pistol 5, Land Vehicle 1, Aerial 3, Durability 10, Defensive Training 13, Mental Training 12 Adventuring Skills: Journeyman Athletics 8 (+12 TB), Journeyman Acrobatics 8 (+14 TB), Lore 5 (+8 TB), Novice Influence 1 (+7 TB), Expert Tactics 11 (+14 TB), Expert Psionics 11 (+17 TB), Novice Stealth 4 (+10 TB) Talents: Psychic Powerx3, Martial Arts Unarmed Combat Training, Military Unarmed Combat Training, Penetration, Psi Level 2, Improved Penetration, Psi Level 3, Psi Level 4, Resistant, Duck and Cover, Endless Energy, Psi Level 5, Cloaking Focus, Greater Penetration, Weapon Mastery (auto rifle), Improved Cloaking Focus, Telepathy Focus, Survivor Psionic Powers: Reading, Rush, Cloaking, Messaging, Compulsion, Muscular Enhancement, Mind Blast, Toughness, Regeneration Special Trait (Advanced Telepath): The spectre can gain a Psi Level of up to 6, and can draw powers from the Telepathy, Cloaking, and Augmentation disciplines. The character also possesses Psionic Detection and Natural Mind Reading. Special Trait (Terrazine Addiction): The Spectre’s are addicted to Terrazine, but do not suffer the drawbacks from using Terrazine, although they still suffer the withdrawal symptoms. A spectre who overcomes the addiction looses access to their Spectre class features until they become addicted again. Strength: 3 (4) Instinct: 6 Agility: 5 (6) Intelligence: 3 Willpower: 8 Gear: Advanced Hostile Environment Suit, Elite Gauss Assault Rifle with Increased Potency and Increased Precision and 3 clips of U-238 Spikes, Elite Piercing Combat Knife Description: Spectres are rogue ghost operatives, who have shed their neural inhibitors and increased their own personal power by becoming addicted to terrazine. Now they function as independent operatives outside the law, working as mercenaries, pirates, or bounty hunters. These individuals are very dangerous, and are well known for being unstable yet deadly combatants.

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Wrangler Level 6 Medium-sized Heroic Terran, Medium Threat Characteristic Point Purchases: Core Citizen (+1 willpower), Wrangler, Infiltrator, +1 agility, +1 instinct, 1 Prowess Point Hit Points: 84 Healing Threshold: 7 Damage Threshold: 20 Defense: 19 Toughness: 17 Resolve: 16 Speed: 7 Shift Speed: 2 Morale Bonus: +7 Space: 1 square Reach: 1 square Initiative: +6 Resistances: Ballistic (5); Melee (5); Explosive (8); Biological (2); Energy (2); Psionic (11) -Elite Long Rifle +10 attack, 19 ballistic damage (medium range/1 attack/ 30 shots) (Scope, Improved Cripple) -Elite Long Rifle w/ Precision Aim +14 attack, 21 ballistic damage (long range/1 attack/ 30 shots) (Scope, Improved Cripple) -Rifle Bayonet +5 attack, 17 melee damage (melee range/1 attack) -Advanced Gauss Pistol +7 attack, 7 ballistic damage (medium range/3 attacks/ 30 shots) (4 Pen, Gauss) -Pistol Whip +4 attack, 7 melee damage (melee range/2 attacks) -Advanced Flash Grenade +2 attack, 0 damage (short range/thrown) (Burst 3, Grenade, Flash) Prowess Skills: Melee 5, Pistol 5, Rifle 7, Explosives 3, Land Vehicle 1, Aerial 1, Durability 4, Defensive Training 5, Mental Training 3 Adventuring Skills: Journeyman Acrobatics 6 (+12 TB), Journeyman Athletics 6 (+10 TB), Novice Lore 3 (+6 TB), Journeyman Influence 6 (+10 TB), Journeyman Stealth 7 (+13 TB), Journeyman Tactics 6 (+9 TB) Talents: Sneak Attack, Dissuade, Combat Reflexes, Survivor, Defensive Fighting, Duck and Cover, Improved Sneak Attack Special Trait (Wrangler): The wrangler as a Psi Level of 1, but access to no powers or disciplines, but has the Psionic Detection ability. Special Trait (Hide in Sight): The character can make stealth checks to hide without cover or concealment or while being observed with a -5 penalty to the check. Strength: 4 Instinct: 4 Agility: 6 Intelligence: 3 Willpower: 4 Gear: Elite Long Rifle with Improved Potency and Rifle Bayonet and 4 clips of Hallow Point Rounds, Advanced Gauss Pistol with Improved Precision, Advanced Flash Grenadex2, Advanced Shadow Protective Vest with Psi-Screen Description: Wranglers are government issued agents whose jobs are to track down psychics to enter into the Ghost program. Their job is largely that as an investigator, although they sometimes function more as a spy, depending on the target. They are instructed to do whatever it takes to apprehend a target, as Ghosts are always needed, and many are forced into combat to apprehend their targets. Wranglers vary in skill set and equipment, and the profile listed here is for a Wrangler that doubles as a spy, infiltrator, and assassin.

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Premade Terran Vehicle Statistics The Core Rulebook contains many vehicles waiting to be played. This section includes those vehicles with pilots already plugged into them, so they are ready to be inserted into the game, without the need to hammer out the exact statistical values of each craft.

Banshee Level 12 Huge-sized Terran Vehicle Construct, Extreme Threat Hit Points: 448 Healing Threshold: NA Damage Threshold: 52 Defense: 18 Toughness: 50 Resolve: NA Acceleration: 60 Max Speed: 800 Morale Bonus: NA Space: 3 by 3 squares Reach: NA Initiative: +14 Resistances: Ballistic (20); Melee (20); Explosive (21); Biological (14); Energy (17); Psionic (Immune) -Backlash Rocket Battery +13 attack, 55 explosive damage (long range/2 attacks/ 48 shots) (Burst 4, Downward Barrage) Prowess Skills: Melee 1, Pistol 5, Explosive 1, Heavy 12, Land 12, Walker 12, Aerial 12, Durability 6, Defensive Training 8, Mental Training 3 Adventuring Skills: Expert Athletics 11 (+14 TB), Expert Acrobatics 11 (+18 TB), Journeyman Lore 8 (+11 TB), Novice Influence 4 (+7 TB), Journeyman Pilot 14 (+22 TB), Journeyman Tactics 14 (+17 TB) Talents: Fast Reload, Dissuade, Mobile Attacker, Strafing Attack, Bombardment, Duck and Cover, Defensive Fighting, Improved Defensive Fighting, Gun Down, Heavy Metal, Improved Gun Down, Improved Versatility Special Trait (Vehicle Locomotion): The Banshee moves and functions like a vehicle for the purposes of movement, maneuverability, attacking, and being attacked. The banshee is a flyer and follows all rules for a flying vehicle. Special Trait (Co-Pilot): The banshee supports a co-pilot which provides numerous of benefits to the vessel. The Co-pilot can controlling the vehicle even if the pilot has lost control, apply a second pilot skill combat augmentation to the vessel in addition to the first, fire the main weapon, apply a target lock, aim the weapon, or make assisted pilot checks that the primary pilot makes. Special Trait (Atmospheric Craft): The banshee can function in a vacuum, but is much more maneuverable when exposed to an atmosphere. When the banshee is within an atmosphere, it increases its maneuverability by +2, and gains the usage of the Strafe ability. Special Trait (Strafe): While the vehicle is being controlled in atmosphere but not moving, it gains twice is maneuverability to its defense, and can evade a single attack against it per round. This functions like a normal evade attempt, except the vehicle moves 6 squares and is not required to be bobbing and weaving. Strength: 17 Instinct: 7 Agility: 7 Intelligence: 3 Willpower: 4 Description: The Banshee aircraft is designed as an urban combat aircraft and tactical strike fighter. The Banshee, invented by the Terran Dominion, is used to bombard unsuspecting opposition, striking from seemingly nowhere, fully taking advantage of the personal stealth field. The Banshee is highly maneuverable, and its skilled pilots take full advantage of all of the vessels features to avoid enemy fire while being punishing with heavy barrages. This banshee is piloted by an ace combat pilot.

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Crucio Siege Tank Level 14 Huge-sized Terran Vehicle Construct, Formidable Threat Hit Points: 560 Healing Threshold: NA Damage Threshold: 65 Defense: 18 Toughness: 63 Resolve: NA Acceleration Rating: 10 Max Speed: 160 Morale Bonus: NA Space: 3 by 4 squares Reach: 0 Initiative: +14 Resistances: Ballistic (25); Melee (25); Explosive (28); Biological (21); Energy (21); Psionic (Immune) -Crucio Siege Cannon +17 attack, 65 explosive damage (long range/1 attack/ 60 shots) (5 Pen, Burst 3, Ground Fire, Twin-linked) -Crucio Siege Cannon w/ Siege Mode +15 attack, 110 explosive damage (distant range, minimum range 6/1 attack/ 60 shots) (25 Pen, Burst 7, Ground Fire) Prowess Skills: Melee 1, Pistol 5, Explosive 1, Heavy 12 (14), Land 12 (14), Walker 12, Aerial 12, Durability 6, Defensive Training 8, Mental Training 3 Adventuring Skills: Expert Athletics 11 (+14 TB), Expert Acrobatics 11 (+18 TB), Journeyman Lore 8 (+11 TB), Novice Influence 4 (+7 TB), Journeyman Pilot 14 (+21 TB), Journeyman Tactics 14 (+17 TB) Talents: Fast Reload, Dissuade, Mobile Attacker, Strafing Attack, Bombardment, Duck and Cover, Defensive Fighting, Improved Defensive Fighting, Gun Down, Heavy Metal, Improved Gun Down, Improved Versatility Special Trait (Vehicle Locomotion): The siege tank moves and functions like a vehicle for the purposes of movement, maneuverability, attacking, and being attacked. The siege tank follows all of the rules of a land vehicle. Special Trait (Siege Mode): The crucio siege tank requires 2 full-round actions to switch into siege mode, or to leave siege mode. It cannot move in siege mode. Special Trait (Brace): The pilot or co-pilot can spend a full-round action to ‘brace’ the tank against oncoming fire. While the tank is braced, it gains +5 damage resistance against all attacks attack it from the front arc. Strength: 20 Instinct: 7 Agility: 7 Intelligence: 3 Willpower: 4 Description: The Siege Tank is the classic war machine of the Terran armada, and has become feared across the galaxy. By base it is a tough yet highly mobile artillery platform, pushing back an enemies lines while advancing on their foes. In addition to this, the tank has the ability to enter into ‘Siege Mode’ where it blasts enemies and fortifications alike into crumbling pieces with a high powered siege cannon, one of the most powerful weapons in the Terran armada. This siege tank is piloted by an ace combat pilot.

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Dropship Level 10 Huge-sized Terran Vehicle Construct, High Threat Hit Points: 396 Healing Threshold: NA Damage Threshold: 50 Defense: 16 Toughness: 48 Resolve: NA Acceleration: 40 Max Speed: 600 Morale Bonus: NA Space: 3 by 4 squares Reach: NA Initiative: +10 Resistances: Ballistic (21); Melee (21); Explosive (22); Biological (16); Energy (18); Psionic (Immune) Prowess Skills: Melee 1, Pistol 3, Explosive 1, Heavy 8, Basic Land 8, Walker 8, Aerial 8 (10), Durability 3, Defensive Training 4, Mental Training 3 Adventuring Skills: Journeyman Athletics 7 (+9 TB), Journeyman Acrobatics 7 (+12 TB), Journeyman Lore 6 (+9 TB), Novice Influence 2 (+5 TB), Journeyman Pilot 10 (+16 TB), Journeyman Tactics 10 (+13 TB) Talents: Fast Reload, Dissuade, Mobile Attacker, Strafing Attack, Bombardment, Duck and Cover, Defensive Fighting, Improved Defensive Fighting Special Trait (Vehicle Locomotion): The Wraith moves and functions like a vehicle for the purposes of movement, maneuverability, attacking, and being attacked. The wraith is a flyer and follows all rules for a flying vehicle. Special Trait (Co-Pilot): The vehicle supports a co-pilot which provides numerous of benefits to the vessel. The Co-pilot can controlling the vehicle even if the pilot has lost control, apply a second pilot skill combat augmentation to the vessel in addition to the first, or make assisted pilot checks that the primary pilot makes. Strength: 18 Instinct: 6 Agility: 6 Intelligence: 3 Willpower: 3 Description: The Dropship is the ubiquitous flying transport of the Terran military. Capable of dropping off large squads of troops, light vehicles, or even tanks, the dropship is a necessary part of the Terran fighting force and no self-respecting military commander goes without them. Recent additions to the Dominion Military has been the implementation of Medivac Dropships, which have increased built in healing capacity and large quantities of medical tools. This dropship is piloted by a veteran combat pilot.

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Goliath Level 8 Large-sized Terran Vehicle Construct, Extreme Threat Hit Points: 260 Healing Threshold: NA Damage Threshold: 41 Defense: 18 Toughness: 39 Resolve: NA Speed: 8 Shift Speed: 1 Morale Bonus: NA Space: 2 by 2 squares Reach: 2 Initiative: +10 Resistances: Ballistic (19); Melee (19); Explosive (20); Biological (14); Energy (16); Psionic (Immune) -Autocannon w/ Focused Strike +11 attack, 21 ballistic damage (long range/1 attack/ 200 shots) (2 Pen, Kickback, Twin-linked) -Autocannon w/ Focused Strike and Burst +11 attack, 42 ballistic damage (long range/1 attack/ 200 shots) (2 Pen, Burst 1, Kickback, Twin-linked) -Autocannon w/ Focused Strike and Focused Burst +11 attack, 63 ballistic damage (long range/1 attack/ 200 shots) (2 Pen, Kickback, Twin-linked) -Combat Missile Battery +11 attack, 50 explosive damage (long range/2 attacks/ 32 shots) (5 Pen, Burst 4, Rocket, Guided Explosive) -Huge Bash +8 attack, 35 melee damage (melee range/1 attack) (Full-attack or charge only) Prowess Skills: Melee 1 (8), Pistol 3, Explosive 1, Heavy 8, Land 8, Walker 8, Aerial 8, Durability 3, Defensive Training 4, Mental Training 3 Adventuring Skills: Journeyman Athletics 7 (+18 TB), Journeyman Acrobatics 7 (+6 TB), Journeyman Lore 6 (+9 TB), Novice Influence 2 (+5 TB), Journeyman Pilot 10 (+17 TB), Journeyman Tactics 10 (+13 TB) Talents: Fast Reload, Dissuade, Mobile Attacker, Strafing Attack, Bombardment, Duck and Cover, Defensive Fighting, Improved Defensive Fighting Special Trait (Missile Barrage): If the goliath pilot has a target lock on a target that is gargantuan-sized or larger, they can sacrifice the target lock to make two additional missile attacks that turn, rather than the typical bonuses. Special Trait (Concentrated Suppressing Fire): While the goliath is using Focused Strike on their autocannons, they can perform a concentrated suppressing fire attack. This counts as a normal twin-linked suppressing fire, except the attack covers a Burst 8 area. Strength: 15 Instinct: 6 Agility: 3 Intelligence: 3 Willpower: 3 Description: The Goliath walker mech is one of the oldest and most reliable walker designs. It serves as a super infantry unit, possessing heavy armaments and thick armor, allowing it too nimbly strut into combat eliminating enemy personnel with prejudice. The effectiveness of its missile battery has garnered it a bit of a reputation as an anti-air mobile platform. This goliath is piloted by a veteran combat pilot.

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Hellbat Level 7 Large-sized Terran Vehicle Construct, High Threat Hit Points: 217 Healing Threshold: NA Damage Threshold: 38 Defense: 24 Toughness: 36 Resolve: NA Speed: 6 Shift Speed: 1 Morale Bonus: NA Space: 2 by 2 squares Reach: 2 Initiative: +6 Resistances: Ballistic (18); Melee (18); Explosive (19); Biological (13); Energy (16); Psionic (Immune) -Infernal Flamethrower +8 attack, 22 energy damage (special/1 attacks/ 60 shots) (Cone 7, Flames) -Large Bash +6 attack, 27 melee damage (melee range/1 attack) Prowess Skills: Melee 1 (7), Pistol 2, Heavy Weapons 5 (7), Land Vehicle 6 (7), Walker 5, Aerial 5, Durability 1, Defensive Training 1, Mental Training 1 Adventuring Skills: Novice Athletics 3 (+12 TB), Novice Acrobatics 3 (+2 TB), Novice Lore 2 (+5 TB), Novice Influence 2 (+4 TB), Journeyman Pilot 6 (+12 TB), Journeyman Tactics 6 (+9 TB) Talents: Fast Reload, Dissuade, Mobile Attacker, Strafing Attack Special Trait (Cumbersome): The cumbersome vehicle gives the wearing character a -4 penalty to athletics, acrobatics, and stealth checks. Special Trait (Arm Shields): Each arm has a large shield mounted on it. This protects the user from enemy attacks in the exact same fashion as a character-sized ballistic combat shield, except that the hellbat has two shields, and the bonuses stack between them (giving a total +6 defense bonus for the default Tier 2). The shield’s defense bonus scales with each increased tier. Special Trait (Hunker Down): If the walker does not move on its turn, it can spend a move action to ‘hunker down’ in location and create a shield wall in front of itself. While in this mode, it does not gain a shield bonus to defense, but receives a +12 bonus to defense against attacks within a 180 degree arc of its choice. It can still make attack with its flamethrower while in this form. Special Trait (Focused Strike): Instead of making two separate large bash attacks, the Hellbat can, on a charge or full-action attack, make a single Huge Bash attack. When performing a Huge Bash attack, the Hellbat can choose to perform a Knock Down or Push attack at the same time should the pilot choose. Special Trait (Napalm Canisters): If the weapon systems on a hellbat are ever suffer the heavily damaged condition, the fuel reserves explode. The entire vehicle is reduced to 0 hit points, and suffers an explode result. Strength: 13 Instinct: 5 Agility: 3 Intelligence: 3 Willpower: 2 Description: The newer and more advanced Hellion models have the ability to transform in the hellbat combat walker. This walker is designed to fight in close and take punishment while punishing its foes with a torrent of fire. This helbat is piloted by a combat pilot.

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Hellion Level 7 Large-sized Terran Vehicle Construct, High Threat Hit Points: 217 Healing Threshold: NA Damage Threshold: 38 Defense: 15 Toughness: 36 Resolve: NA Acceleration Rating: 40 Max Speed: 160 Morale Bonus: NA Space: 1 by 2 squares Reach: 0 Initiative: +6 Resistances: Ballistic (18); Melee (18); Explosive (19); Biological (13); Energy (16); Psionic (Immune) -Infernal Flamethrower +8 attack, 22 energy damage (special/1 attacks/ 60 shots) (Line 11, Flames) Prowess Skills: Melee 1, Pistol 2, Heavy Weapons 5 (7), Land Vehicle 6 (7), Walker 5, Aerial 5, Durability 1, Defensive Training 1, Mental Training 1 Adventuring Skills: Novice Athletics 3 (+5 TB), Novice Acrobatics 3 (+8 TB), Novice Lore 2 (+5 TB), Novice Influence 2 (+4 TB), Journeyman Pilot 6 (+12 TB), Journeyman Tactics 6 (+9 TB) Talents: Fast Reload, Dissuade, Mobile Attacker, Strafing Attack Special Trait (Vehicle Locomotion): The Hellion moves and functions like a vehicle for the purposes of movement, maneuverability, attacking, and being attacked. The hellion follows all rules for a land vehicle. Its treaded tires allow it to ignore difficult terrain. Special Trait (Wall of Fire): When attacking in a turn the vehicle also moved, the Hellion can spray a line of fire rather than projecting fire from the base of the vehicle. Essentially, this allows the origin point for the flame line to be anywhere within a burst 10 of the vehicle, and the ending point of the line to be anywhere within the same area. Everything in and between those square suffers a hit from the weapon. Special Trait (Napalm Canisters): If the weapon systems on a hellion are ever suffer the heavily damage condition, the fuel reserves explode. The entire vehicle is reduced to 0 hit points, and suffers an explode result. Strength: 13 Instinct: 5 Agility: 5 Intelligence: 3 Willpower: 2 Description: Hellions are a vehicle designed as a fast hit-and-run strike strategic vessel, taking advantage of fast acceleration and a flamethrower to combat Zerg hosts or terrorize colonists. One of the key features of the Hellion is not its flamethrower, but its fast acceleration and treaded tires which allow it to quickly escape, and quick go across terrain that would slow other vehicles. This hellion is piloted by a combat pilot.

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SCV Level 5 Large-sized Terran Vehicle Construct, Medium Threat Hit Points: 129 Healing Threshold: NA Damage Threshold: 35 Defense: 11 Toughness: 31 Resolve: NA Speed: 5 Shift Speed: 1 Morale Bonus: NA Space: 2 by 2 squares Reach: 2 Initiative: +5 Resistances: Ballistic (12); Melee (12); Explosive (16); Biological (8); Energy (10; Psionic (Immune) -Large Bash +3 attack, 24 melee damage (melee range/1 attack) (Grasping Claw) -Fusion Drill +2 attack, 21 melee damage (melee range/1 attack) (Piercing) -Plasma Welder +3 attack, 18 energy damage (melee range/1 attack/ 30 shots) (4 pen) Prowess Skills: Melee 1 (5), Pistol 2, Heavy Weapons 5, Land Vehicle 6, Walker 5, Aerial 5, Durability 1, Defensive Training 1, Mental Training 1 Adventuring Skills: Novice Athletics 3 (+5 TB), Novice Acrobatics 3 (+8 TB), Novice Lore 2 (+5 TB), Novice Influence 2 (+4 TB), Journeyman Pilot 6 (+11 TB), Journeyman Tactics 6 (+9 TB) Talents: Fast Reload, Dissuade, Mobile Attacker, Strafing Attack Special Trait (Repairs): An SCV that still has its plasma welder, fusion drill, and grasping claw can make rapid repairs on an adjacent construct or building as long as it has access to scrap materials to make necessary repairs, and the construct is not moving. Every round the pilot maintains making repairs, the pilot makes a DC 10 Science skill check. If he is successful, the target recovers a number of hit points equal to 10 +2 for each point the pilot surpassed the DC. In addition, the targeted construct is healed one crippling wound point to the Hull, Motivator, or Weapon Systems if the SCV pilot succeeded the test by 20 or more. Special Trait (Construction Cycle): An SCV that still has its plasma welder, fusion drill, and grasping claw can enter into a building cycle to rapidly form a building designed under a standard template. This process can only be performed if the SCV has all requisite materials required. The time taken is based on the design of the particular building. Special Trait (Very Cumbersome): The cumbersome vehicle gives the wearing character a -8 penalty to athletics, acrobatics, and stealth checks. Strength: 12 Instinct: 5 Agility: 1 Intelligence: 3 Willpower: 2 Description: The Space Construction Vehicle, or SCV as it is more commonly known, is the classic construction vehicle of the Terran government. Used to assemble buildings and fortifications, gather crucial resources, and repair damaged facilities, nearly every Terran settlement has several of these vessels handy. This SCV is driven by a combat pilot.

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Thor Level 17 Gargantuan-sized Terran Vehicle Construct, Formidable Threat Hit Points: 1,110 Healing Threshold: NA Damage Threshold: 82 Defense: 15 Toughness: 79 Resolve: NA Speed: 10 Shift Speed: 1 Morale Bonus: NA Space: 5 by 5 squares Reach: 4 Initiative: +14 Resistances: Ballistic (33); Melee (33); Explosive (36); Biological (27); Energy (27); Psionic (Immune) -Thor’s Cannon +19 attack, 70 explosive damage (long range/2 attacks/ 120 shots) (Burst 4, Twin-linked) -Thor’s Cannon w/ Dual Wielding +9 attack, 70 explosive damage (long range/4 attacks/ 120 shots) (Burst 4, Twin-linked) -Combat Missile Battery +21 attack, 60 explosive damage (long range/2 attacks/ 32 shots) (5 Pen, Burst 5, Rocket, Guided Explosive) -Combat Missile Battery w/ Dual Wielding +11 attack, 60 explosive damage (long range/4 attacks/ 32 shots) (5 Pen, Burst 5, Rocket, Guided Explosive) -Punisher Cannon +20 attack, 100 explosive damage (distant range/1 attack/ 120 shots) (10 pen, Burst 3, Twin-linked) -Gargantuan Bash +15 attack, 55 melee damage (melee range/1 attack) Prowess Skills: Melee 1 (17), Pistol 5, Explosive 1, Heavy 12 (17), Land 12, Walker 12 (17), Aerial 12, Durability 6, Defensive Training 8, Mental Training 3 Adventuring Skills: Expert Athletics 11 (+2 TB), Expert Acrobatics 11 (+6 TB), Journeyman Lore 8 (+11 TB), Novice Influence 4 (+7 TB), Journeyman Pilot 14 (+16 TB), Journeyman Tactics 14 (+17 TB) Talents: Fast Reload, Dissuade, Mobile Attacker, Strafing Attack, Bombardment, Duck and Cover, Defensive Fighting, Improved Defensive Fighting, Gun Down, Heavy Metal, Improved Gun Down, Improved Versatility Special Trait (Aerial Targeting): The Thor’s Combat Missile Battery and Punisher Cannon are designed as anti-aircraft weapons, and as such are aimed upwards towards the sky. In order to be targeted by these weapons, the target must be a number of squares above the Thor equal to half the distance it is away plus 2 squares. Special Trait (Repair Protocols): The Thor’s pilot can spend a full-round action activating the repair protocols on the Thor’s hull. The thor counts as inactive and immobile for the next turn. At the start of the thor’s next turn, it recovers a number of hit points equal to its damage threshold (normally 81). Special Trait (Shockwave): The Thor can spend a standard action stomping on the ground, shaking the earth and letting out a massive shockwave. This shockwave is a Burst 15 centered on the Thor, affecting only the ground. The Thor makes a +30 attack versus the toughness of all targets within the area. All targets his are knocked down, and moving vehicles hit must make a DC 25 pilot test or lose control. Special Trait (Alternate Payload): The Thor only has access the Combat Missile or the Punisher Cannon at any one time. The Thor can switch between which payload it is using as a full-round action. Special Trait (Compact Design): The Thor has the ability to fold itself into a smaller, more compact form. Entering and exiting this form takes 2 full round actions and it can take no actions when like this. However, while in compact form it can be carried as if it was a huge construct, rather than a gargantuan construct. Special Trait (Extremely Cumbersome): The cumbersome vehicle gives the wearing character a -12 penalty to athletics, acrobatics, and stealth checks. Strength: 30 Instinct: 7 Agility: 1 Intelligence: 3 Willpower: 4 Description: The Thor is a Heavy Combat Mech, and is one of the most formidable machines ever designed. Able to eliminate military compounds in mere minutes, this vehicle combines frightening durability with overwhelming fire power. The Terran Dominion keeps a tight rein on the Thor, and never willingly allows its enemies access to their most potent ground vehicle. This thor is piloted by an ace combat pilot.

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Viking, Fighter Mode Level 11 Huge-sized Terran Vehicle Construct, Extreme Threat Hit Points: 442 Healing Threshold: NA Damage Threshold: 56 Defense: 17 Toughness: 54 Resolve: NA Acceleration: 80 Max Speed: 800 Morale Bonus: NA Space: 3 by 3 squares Reach: NA Initiative: +14 Resistances: Ballistic (21); Melee (21); Explosive (22); Biological (16); Energy (19); Psionic (Immune) -Twin-linked Chaingun w/ Burst +15 attack, 30 ballistic damage (medium range/1 attack/ infinite shots) (2 pen, Burst 2, Twin- linked) -Twin-linked Chaingun w/ Focused Burst +15 attack, 45 ballistic damage (medium range/1 attack/ infinite shots) (2 pen, Twin- linked) -Torpedo Battery +13 attack, 90 explosive damage (distant range/2 attacks/ 10 shots) (21 Pen, Burst 2, Rocket) Prowess Skills: Melee 1, Pistol 5, Explosive 1, Heavy 12, Land 12, Walker 12, Aerial 12, Durability 6, Defensive Training 8, Mental Training 3 Adventuring Skills: Expert Athletics 11 (+14 TB), Expert Acrobatics 11 (+18 TB), Journeyman Lore 8 (+11 TB), Novice Influence 4 (+7 TB), Journeyman Pilot 14 (+22 TB), Journeyman Tactics 14 (+17 TB) Talents: Fast Reload, Dissuade, Mobile Attacker, Strafing Attack, Bombardment, Duck and Cover, Defensive Fighting, Improved Defensive Fighting, Gun Down, Heavy Metal, Improved Gun Down, Improved Versatility Special Trait (Vehicle Locomotion): The Viking moves and functions like a vehicle for the purposes of movement, maneuverability, attacking, and being attacked. The viking is a flyer and follows all rules for a flying vehicle. Special Traits (Transformation Systems): At any time, the Vikings pilot can initiate the transfer into the Viking Assault Mode. When this happens, the Viking slowly lowers to the ground, while transforming to a walker form, over the period of 2 rounds. If the Viking was moving while going downwards, it continues moving in the direction it was, reducing speed by half each round, and moving an additional square downward for each square forward. At the end of the transformation, if the Viking was moving faster than 30 squares when it finishes transformation and touches ground, the pilot must make a DC 25 Pilot test or fall prone. If it succeeds, the Viking is reduced to 0 speed when its final flight movement stops, and it can proceed to move and function as a walker. Special Traits (Easy to Repair): Vikings are quite easy to repair. All checks to restore hit points to a Viking gain a +25 bonus, and checks to remove crippling wounds to a Viking only take half as long. Strength: 19 Instinct: 7 Agility: 7 Intelligence: 3 Willpower: 4 Description: The Viking is an air superiority fighter designed by the Dominion. It has the unique ability to transform into a walker to combat ground forces and fight in terrain environments too tight for a fast aerial vehicle. It sports a torpedo battery, inaccurate but utterly devastating missiles designed for taking down capital ships and their escorts, or mow down other small vessels with twin chainguns. This is the Viking in flying form, and piloted by an ace combat pilot.

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Viking, Ground Assault Mode Level 11 Huge-sized Terran Vehicle Construct, Extreme Threat Hit Points: 442 Healing Threshold: NA Damage Threshold: 56 Defense: 20 Toughness: 54 Resolve: NA Speed: 7 Shift Speed: 1 Morale Bonus: NA Space: 3 by 3 squares Reach: 2 Initiative: +14 Resistances: Ballistic (21); Melee (21); Explosive (22); Biological (16); Energy (19); Psionic (Immune) -Twin-linked Chaingun w/ Burst +13 attack, 30 ballistic damage (medium range/1 attack/ infinite shots) (2 pen, Burst 2) -Twin-linked Chaingun w/ Focused Burst +13 attack, 45 ballistic damage (medium range/1 attack/ infinite shots) (2 pen) -Twin-linked Chaingun w/ Burst and Dual Weapon +3 attack, 30 ballistic damage (medium range/2 attacks/ infinite shots) (2 pen, Burst 2) -Twin-linked Chaingun w/ Focused Burst and Dual Weapon +3 attack, 45 ballistic damage (medium range/2 attacks/ infinite shots) (2 pen) -Torpedo Battery +8 attack, 90 explosive damage (distant range/2 attacks/ 10 shots) (20 Pen, Burst 2, Rocket) Prowess Skills: Melee 1, Pistol 5, Explosive 1, Heavy 12, Land 12, Walker 12, Aerial 12, Durability 6, Defensive Training 8, Mental Training 3 Adventuring Skills: Expert Athletics 11 (+6 TB), Expert Acrobatics 11 (+10 TB), Journeyman Lore 8 (+11 TB), Novice Influence 4 (+7 TB), Journeyman Pilot 14 (+22 TB), Journeyman Tactics 14 (+17 TB) Talents: Fast Reload, Dissuade, Mobile Attacker, Strafing Attack, Bombardment, Duck and Cover, Defensive Fighting, Improved Defensive Fighting, Gun Down, Heavy Metal, Improved Gun Down, Improved Versatility Special Trait (Transformation Systems): At any time, a Viking in Assault Mode can renter Fighter Mode, raising 4 squares off the ground each round for 2 rounds before completely entering fighter mode. Special Trait (Disorganized Systems): The missile batteries are not designed to be used in assault form, and take a -5 accuracy penalty when being fired in that form. Special Traits (Easy to Repair): Vikings are quite easy to repair. All checks to restore hit points to a Viking gain a +25 bonus, and checks to remove crippling wounds to a Viking only take half as long. Special Trait (Very Cumbersome): The cumbersome vehicle gives the wearing character a -8 penalty to athletics, acrobatics, and stealth checks. Strength: 19 Instinct: 7 Agility: 3 Intelligence: 3 Willpower: 4 Description: The Viking is an air superiority fighter designed by the Dominion. It has the unique ability to transform into a walker to combat ground forces and fight in terrain environments too tight for a fast aerial vehicle. It sports a torpedo battery, inaccurate but utterly devastating missiles designed for taking down capital ships and their escorts, or mow down other small vessels with twin chainguns. This is the Viking in ground assault form, and piloted by an ace combat pilot.

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Vulture Level 7 Large-sized Terran Vehicle Construct, High Threat Hit Points: 208 Healing Threshold: NA Damage Threshold: 37 Defense: 17 Toughness: 35 Resolve: NA Acceleration Rating: 75 Max Speed: 400 Morale Bonus: NA Space: 1 by 2 squares Reach: 0 Initiative: +6 Resistances: Ballistic (18); Melee (18); Explosive (19); Biological (13); Energy (15); Psionic (Immune) -Grenade Launcher +8 attack, 45 explosive damage (medium range/2 attacks/ 16 shots) (Burst 2, Gradual Reload, Ground Fire, Grenade Launcher) Prowess Skills: Melee 1, Pistol 2, Heavy Weapons 5 (7), Land Vehicle 6 (7), Walker 5, Aerial 5, Durability 1, Defensive Training 1, Mental Training 1 Adventuring Skills: Novice Athletics 3 (+5 TB), Novice Acrobatics 3 (+8 TB), Novice Lore 2 (+5 TB), Novice Influence 2 (+4 TB), Journeyman Pilot 6 (+14 TB), Journeyman Tactics 6 (+9 TB) Talents: Fast Reload, Dissuade, Mobile Attacker, Strafing Attack Special Trait (Vehicle Locomotion): The Vulture moves and functions like a vehicle for the purposes of movement, maneuverability, attacking, and being attacked. The vulture is a land vehicle, and follows all rules for a hover craft. Special Trait (Open Topped): This vehicle is open-topped, and the rider can be attacked in addition to the vehicle. While the rider loses his agility bonus to defense, he gains a +7 bonus to defense as he considered to be crouched and has cover. Special Trait (Skilled Pilot): For every 2 points of Land Vehicle skill the character has over the training requirements of this vehicle, the vehicles maneuverability bonus increases by +1. Special Trait (Extremely Maneuverable): This vehicle is small and maneuverable enough that a skilled pilot can make many turns with it. As long as the pilot succeeds a DC 15 pilot check at the beginning of their turn, they can ignore vehicle facing and turning rules, and have the vehicle move its speed freely in any direction with any number of turns, much like how a character moves. If they fail the test by 10 or more, the vehicle suffers a collision with the ground instead and does not move. Strength: 12 Instinct: 5 Agility: 5 Intelligence: 3 Willpower: 2 Description: The vulture bike is a fast, maneuverable, military hover bike that is used for reconnaissance, sabotage, and light support. The vultures go far ahead of other forces, laying spider mines to sabotage enemy troop movements while providing critical information gathering. They are commonly used by scouts, mercenaries, fringe colonists, and law enforcement. This vulture is piloted by a combat pilot.

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Wraith Superiority Fighter Level 9 Huge-sized Terran Vehicle Construct, Extreme Threat Hit Points: 352 Healing Threshold: NA Damage Threshold: 48 Defense: 15 Toughness: 46 Resolve: NA Acceleration: 80 Max Speed: 1,000 Morale Bonus: NA Space: 3 by 3 squares Reach: NA Initiative: +10 Resistances: Ballistic (20); Melee (20); Explosive (21); Biological (14); Energy (17); Psionic (Immune) -Triple-linked Burst Cannon +15 attack, 31 energy damage (special range/1 attack/ infinite shots) (Triple-linked) -Destroyer Missile Battery +15 attack, 80 explosive damage (special range/2 attacks/ 24 shots) (10 Pen, Burst 3, Rocket) Prowess Skills: Melee 1, Pistol 3, Explosive 1, Heavy 8 (9), Basic Land 8, Walker 8, Aerial 8 (9), Durability 3, Defensive Training 4, Mental Training 3 Adventuring Skills: Journeyman Athletics 7 (+9 TB), Journeyman Acrobatics 7 (+12 TB), Journeyman Lore 6 (+9 TB), Novice Influence 2 (+5 TB), Journeyman Pilot 10 (+18 TB), Journeyman Tactics 10 (+13 TB) Talents: Fast Reload, Dissuade, Mobile Attacker, Strafing Attack, Bombardment, Duck and Cover, Defensive Fighting, Improved Defensive Fighting Special Trait (Vehicle Locomotion): The Wraith moves and functions like a vehicle for the purposes of movement, maneuverability, attacking, and being attacked. The wraith is a flyer and follows all rules for a flying vehicle. Special Trait (Evasive Flight): The Wraith is exceptionally difficult to hit when it moves at high speeds. It receives twice as much defense bonus when moving faster than its opponent. Special Trait (Barrel Roll): The Wraith can perform a barrel roll on any round that its speed is over 100, performable as a minor action. When the Wraith performs a barrel roll, at the end of the movement it shifts a number of squares to either side equal to 1/10 their current speed. In addition, any round a wraith performs a barrel roll; they gain a +8 bonus to defense against missiles. Special Trait (Cloaking): This vehicle has an onboard stealth field generator, allowing it to cloak for a limited amount of time. The vehicle only has the capacity to cloak for 10 minutes (100 rounds), out of every hour. Strength: 17 Instinct: 6 Agility: 6 Intelligence: 3 Willpower: 3 Description: The Wraith is the archetypical superiority fighter of the Terrans. It is found in most aerial armadas, and is used for almost any purpose. They are commonly docked inside battlecruisers and are most commonly sent out under the cover fire of the cruisers heavy weapons. Their cloaking devices give them a distinct edge in air superiority contests, and also allows them to be used as stealth scouts and reconnaissance vessels. This wraith is piloted by a veteran combat pilot.

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New Terran Vehicles

Armored Personnel Carrier Level 8 Huge Terran Land Vehicle, High Threat Base Cost: 50,000 credits Strength 19 Toughness: 45 Hit Point: 340 Damage Threshold: 47 Space: 3 by 4 squares Reach: NA Acceleration Rating: 10 Max Speed: 100 Maneuverability: -1 Training Requirements: 4 Ballistic Resistance: 24 Melee Resistance: 24 Explosive Resistance: 27 Biological Resistance: 18 Energy Resistance: 18 Psionic Resistance: Immune Crew: Pilot, Co-Pilot, 12 Passengers Base Gear: Headlights, Turret Mounted Advanced Gauss Cannon, Communication System Optional Gear: Treads, Alternate Top Mounted Gun (chaingun, flamethrower, grenade launcher, or autocannon, all advanced), Navigation System, Improved Capacity (up to 12), Shaped Hull Special Trait (Co-Pilot): The vehicle supports a co-pilot which provides numerous of benefits to the vessel. The Co-pilot can controlling the vehicle even if the pilot has lost control, apply a second pilot skill combat augmentation to the vessel in addition to the first, fire the main weapon, aim the weapon, or make assisted pilot checks that the primary pilot makes. Special Trait (Brace): The pilot or co-pilot can spend a full-round action to ‘brace’ the APC against oncoming fire. While the APC is braced, it gains +5 damage resistance against all attacks attack it from the front arc. Description: The armored personnel carrier, commonly known as the APC, is an extremely common craft used to transport personnel across the ground in a heavy combat zone. These can be used to transport soldiers when dropships are unavailable, protect high risk personnel traveling through a hostile area, or used for prisoner transportation. Boat Level 5 Large Terran Land Vehicle, Medium Threat Base Cost: 2,000 credits Strength 10 Toughness: 30 Hit Point: 150 Damage Threshold: 34 Space: 2 by 3 squares Reach: NA Acceleration Rating: 20 Max Speed: 120 Maneuverability: +0 Training Requirements: 1 Ballistic Resistance: 11 Melee Resistance: 11 Explosive Resistance: 15 Biological Resistance: 7 Energy Resistance: 8 Psionic Resistance: Immune Crew: Pilot, 1 Passenger Base Gear: Headlights Optional Gear: Encasement, Front or Side-Mounted Gun (Rifle or Heavy Weapon), Navigation System, Jamming System, Communication System, Improved Capacity (up to 2) Special Trait (Open Topped): This vehicle is open-topped, and the rider can be attacked in addition to the vehicle. While the rider loses his agility bonus to defense, he gains a +7 bonus to defense as he considered to be crouched and has cover. Special Trait (Water Craft): This vehicle is a water craft, and is designed to move across the surface of the water. It follows all the normal rules for land vehicles, except it solely moves across fluids. If this vehicle is drove onto a slope of land, it continues moving at whatever speed it has remaining on that turn. If it ends on solid ground, the vehicle becomes immobilized. If ends on water after crossing over ground, it can continue moving. Either way, driving the boat onto ground counts as a collision with terrain for the boat, causing it to take damage. Description: The ‘boat’ is a generic term that covers any type of water craft. Boats are rare in civilizations of space age technology, but they are still used for fishing and low budget local transportation. Coastal cities sometimes have police forces with weapons mounted on their boats. Much like cars, this template can be used to make all kinds of boats, from small two- man fishing vessels to small yachts for the rich and powerful. Note: While the example vehicle is large, this vehicle can be anywhere between large and gargantuan in size. For every size increase, reduce its max speed by 20, and double the maximum amount of passengers for Improved Capacity.

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Diamondback Tank Level 12 Huge Terran Land Vehicle, Formidable Threat Base Cost: 90,000 credits Strength 20 Toughness: 52 Hit Point: 490 Damage Threshold: 54 Space: 3 by 3 squares Reach: NA Acceleration Rating: 20 Max Speed: 200 Maneuverability: +2 Training Requirements: 8 Ballistic Resistance: 25 Melee Resistance: 25 Explosive Resistance: 28 Biological Resistance: 19 Energy Resistance: 19 Psionic Resistance: Immune Crew: Pilot, Co-Pilot Base Gear: Hover, Headlights, Advanced Eviscerator Rail Gun, Navigation System, Communication System, Shaped Hull, Advanced Thrusters Special Trait (Co-Pilot): The vehicle supports a co-pilot which provides numerous of benefits to the vessel. The Co-pilot can controlling the vehicle even if the pilot has lost control, apply a second pilot skill combat augmentation to the vessel in addition to the first, fire the main weapon, aim the weapon, or make assisted pilot checks that the primary pilot makes. Special Trait (Dispersion Reinforcement): The diamnondbacks unique structure allows it to repel incoming fire, weakening the piercing impact of most weapons. All weapons count as having a Penetration value of 0 against the diamondback tank. Special Trait (Improved Targeting): The diamondback tank never suffers penalties for shooting while moving, or while moving at high speeds. Description: The Diamondback Tank was in prototype phases in the final days of the fall of the Confederacy. By the time of the Second Great War, the work on it had been finished by the Terran Dominion, and many factions across the sector began their use of them. The Diamondback was designed as a fast moving, anti-armor unit, made for sweeping across the battlefield and quickly removing critical threats to an army.

Eviscerator Rail Gun Base Cost: 25,000 credits Damage: 50 Accuracy: Excellent (+2) RoF: Single (Twin-Linked) Range: Long Shots: NA Damage Type: Energy Power Rating: +5 Special Traits: Penetration (30), Rending (10), Ground Fire, Unstoppable, Twin-linked Description: The rail gun was designed for the Diamondback Tank, and the tank effectively uses it to turn the most formidable enemy armor into scrap metal. This weapon is equally effective against infantry, although it is most wisely used against heavily armor tanks.

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Robo-Harvester Level 8 Huge Terran Land Vehicle, High Threat Base Cost: 25,000 credits Strength 20 Toughness: 48 Hit Point: 350 Damage Threshold: 50 Space: 3 by 4 squares Reach: NA Acceleration Rating: 10 Max Speed: 70 Maneuverability: -2 Training Requirements: 2 Ballistic Resistance: 19 Melee Resistance: 19 Explosive Resistance: 20 Biological Resistance: 14 Energy Resistance: 16 Psionic Resistance: Immune Crew: Pilot, 1 Passenger Base Gear: Treads, Headlights, Harvester, Navigation System Optional Gear: Front-Mounted Weapon (flamethrower, infernal flamethrower, boulder-blaster), Communication System Description: The Robo-Harvester is an advanced civilian machine used to thresh grain, remove forests, reshape terrain, and remove obstacles for civilian harvesting operations. Seen on agriculture and frontier worlds throughout the sector, the Robo- Harvester is often used by farmers as a last-resort method of defense when their worlds are invaded by Zerg.

Boulder-Blaster Base Cost: 4,000 credits Damage: 30 Accuracy: Average (+0) RoF: Single Range: Medium Shots: 5 rockets Damage Type: Explosive Power Rating: +5 Special Traits: Burst (1), Piercing Description: The Boulder-Blaster is an addition made for the Robo-Harvester. It is used to blow apart rocks or debris obstructing the collection of resources in a region currently being harvested. In a pinch, it could make a serviceable weapon for a farmer trying to survive a hostile invasion. This uses the same ammunition as a rocket launcher.

Harvester Hull Upgrade Base Cost: 10,000 Description: A grain harvester made of rotating blades is attached to the front of the Robo-Harvester. While these have mainly an economic function, these can be used to effectively run over enemy opponents. When the vehicle equipped with a harvester does a ram attack against an, the ramming does +10 damage, and if the target is 2 sizes or more smaller than the vehicle, then they are sucked into the blades. These blades do 60 melee damage a turn, without requiring an attack to hit. Target sucked into the blades can escape by making a DC 25 strength or agility test, or automatically if the blades are shut off.

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Valkyrie Missile Frigate Level 15 Gargantuan Terran Aerial Vehicle, Formidable Threat Base Cost: 280,000 credits Strength 24 Toughness: 67 Hit Point: 888 Damage Threshold: 69 Space: 4 by 6 squares Reach: NA Acceleration Rating: 50 Max Speed: 800 Maneuverability: +0 Training Requirements: 14 Ballistic Resistance: 30 Melee Resistance: 30 Explosive Resistance: 33 Biological Resistance: 24 Energy Resistance: 24 Psionic Resistance: Immune Crew: Pilot, Co-Pilot, Room for 30 passengers or up to a single huge vehicle or comparable cargo Base Gear: Advanced Thrusters, Front-Mounted Elite Cluster Missile Batteryx2, Navigation System, Communication System, Target Guidance System Optional Gear: Afterburners, Rocket Boosters, Warp Drive, Multi-Targeting Special Trait (Co-Pilot): The banshee supports a co-pilot which provides numerous of benefits to the vessel. The Co-pilot can controlling the vehicle even if the pilot has lost control, apply a second pilot skill combat augmentation to the vessel in addition to the first, fire the main weapon, apply a target lock, aim the weapon, or make assisted pilot checks that the primary pilot makes. Special Trait (Missile Barrage): Instead of making two separate cluster missile battery attacks, the Valkyrie can make a single twin-linked missile battery attack. In addition for all normal factors for a twin-linked weapon, the burst size also increases by 4 when making a twin-linked linked burst attack with cluster missiles. Special Trait (Focused Firepower): If the valkyrie uses a focused burst on a single target with both of its missile batteries, the damage of each battery is added together to determine how many crippling wounds are dealt. In addition, the target of the focused barrage is stunned for one round for every two crippling wounds they are dealt. If the target was a vehicle, the pilot is stunned for that many rounds, and loses control of the vehicle. The stun effect does not affect colossal or massive targets. Description: The Valkyrie Frigates were brought to the Koprulu Sector by the United Earth Directorate, and have since been adopted by most military and paramilitary forces in the Koprulu Sector. The Valkyrie is a heavy gunship, containing both heavy missile barrage capabilities for ship to ship combat and a large container bay for transporting troops and vehicles. This versatile craft is known for being one of the most durable terran vessels to fight in the skies over the battlefield.

Cluster Missile Battery Base Cost: 22,500 credits Damage: 20 Accuracy: Poor (-1) RoF: Automatic Range: Long Shots: 60 Cluster Missiles Damage Type: Explosive Power Rating: +4 Special Traits: Burst (2), Cluster Blast, Rocket Description: The cluster missile battery is a rarer weapon, sometimes used as additions onto missile turrets, but most often send on the Valkyrie frigates. It fires clusters of smaller rockets that bury an area in explosions. While these cluster rockets are not nearly as deadly as large missiles, the fire rate gives them a distinct advantage, especially against clumps of Zerg fliers. Some variations of this design are Halo Rockets and Hellstorm Missiles. A cluser missile costs 500 credits per missile.

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Warhound Level 13 Huge Terran Walker, Extreme Threat Base Cost: 130,000 credits Strength 20 Toughness: 53 Hit Point: 525 Damage Threshold: 55 Space: 3 by 3 squares Reach: 2 squares Base Speed: 8 Agility Penalty: -3 Maneuverability: +1 Training Requirements: 8 Ballistic Resistance: 22 Melee Resistance: 22 Explosive Resistance: 28 Biological Resistance: 17 Energy Resistance: 19 Psionic Resistance: Immune Crew: Pilot Base Gear: Arm-Mounted Advanced Railgun, Front-Mounted Advanced Haywire Missile Battery, Multi-Targeting, Advanced Ballistic Combat Shield, Enhanced Locomotion (2), Navigation System, Communication System, Target Guidance System, Huge Bashx2 Optional Gear: Enhanced Locomotion (up to 6), Rocket Boosters, Alternate Missile Battery (destroyer missile battery, cluster missile battery, all advanced), Forward Thrusters Special Trait (Very Cumbersome): The cumbersome vehicle gives the wearing character a -8 penalty to athletics, acrobatics, and stealth checks. Special Trait (Arm Shields): The warhound’s right arm has a large shield mounted on it. This protects the user from enemy attacks in the exact same fashion as a character-sized ballistic combat shield (giving a +3 defense bonus for base Tier 2). The shield’s damage resistance and defense bonus scales with each increased tier. Special Trait (Retaliation): Any time a huge-sized or larger target misses an attack against the warhound, the warhound can immediately make an opportunity attack back at the attacker. This is with a huge bash if it is a melee attacker, or a rail gun shot against a ranged attacker. The warhound gain a number of free opportunity attacks every turn equal to its maneuverability. Description: The Warhound is a more recent Terran invention, a large combat walker designed to destroy enemy armor. It comes with a haywire missile battery and a railgun, which, combined, can tear apart vehicles even better than the Confederate Diamondback. In addition, it is one of the most durable walkers, requiring a dedicated fire to take one down.

Rail Gun Base Cost: 9,000 credits Damage: 50 Accuracy: Excellent (+2) RoF: Single Range: Long Shots: NA Damage Type: Energy Power Rating: +5 Special Traits: Penetration (30), Rending (10), Unstoppable Description: The rail gun fires a high speed beam that tears apart whatever it strikes. No armor is protection from a rail gun, and it rips asunder bodies and living creatures that are caught in the projectile.

Haywire Missile Battery Base Cost: 22,500 credits Damage: 40 Accuracy: Excellent (+2) RoF: Slow Range: Long Shots: 16 Missiles Damage Type: Explosive Power Rating: +5 Special Traits: Penetration (10 versus Constructs), Rending (10 versus constructs), Burst (2), Rocket Description: The haywire missile battery is a specialty weapon battery used with the warhound mech to augment its vehicle destroying function. These missiles explodes with a small electrical blast supplementing the explosive missile, crippling target subsystems and dealing damage that strikes beneath the armor plating at the circuits beneath. A haywire missile costs 4,000 credits per missile.

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New Terran Robots

Advertising Artificial Intelligence Base Cost: 17,500 Credits Level 3 Small-sized Terran Robotic Construct, Low Threat Hit Points: 37 Healing Threshold: NA Damage Threshold: 12 Defense: 17 Toughness: 11 Resolve: NA Speed: 5 Shift Speed: 1 Morale Bonus: NA Space: 1 square Reach: 1 square Initiative: +2 Resistances: Ballistic (6); Melee (8); Explosive (1); Biological (3); Energy (5); Psionic (Immune) -Bump +2 attack, 2 melee damage (melee range/1 attack) -Blinding Feedback +4 attack, 0 damage (self range/1 attack) (Burst 4, Sensual Overload) Prowess Skills: Heavy Weapons 4, Melee 2, Durable 4, Defensive Training 5 Adventuring Skills: Novice Influence 5 (+8 TB), Novice Computers 5 (+8 TB), Novice Athletics 2 (+4 TB), Novice Tactics 3 (+6 TB) Talents: Great Speaker, Dissuade, Demean Over Clock: The AAI has the following Over Clock options: Frenzy, Boost, Focus, and Override Code. Special Trait (Human Behavior Analysis): The AAI uses scanners and human-behavior programming to study surrounding Terrans and project an advertising line to attract a consumer’s attention. It does this to market a specific product in a targeted manner, or interest a party in a product that might appeal to them, using speakers and a holographic projector. The AAI is trained in the influence skill, and uses its intelligence instead of willpower for the purpose of the Influence skill. Furthermore, the AAI can use Combat Influence, including usage of the Dissuade and Demean talents in order to protect itself or its owner. Special Trait (Sensual Overload): The AAI can release a bright flash with its holo-projectors and produce deafening feedback with its speaker system if in trouble. The AAI makes an attack at all living targets within a Burst 4, using intelligence as its attack statistic. If the attack hits, the targets are blind and deafened for 5 rounds. If the weapon misses, the targets take a -2 penalty at attacks and a -5 penalty to perception checks for 5 rounds. Having total cover from the burst protects from the blind, but not the deafening. Sensual Overload causes a point of crippling wounds to the constructs subsystems. This function counts a heavy weapon for Prowess skill points. Special Trait (Rollers): The AAI moves on a large roller ball for locomotion. When moving, it ignores difficult terrain, but cannot perform any type of moving action that requires arms or legs. Strength: 2 Instinct: 2 Agility: 4 Intelligence: 3 Willpower: NA Gear: Roller Frame, Holographic Projector and Speaker System, Scanner, Artificial Intelligence (Heuristic, Type IV Processor), Active Locomotion Description: The Advertising Artificial Intelligence, or AAI, is an AI designed for understanding of human behavior and consumer science for the solitary purpose of selling merchandise. A common sight on a street corner or busy passageway in a space station, an AAI is used to peddle a certain manufactures product, or call out to an passersby about a product carried at a local store that might interest them. AAIs are particularly intelligent due to their programmed understanding of human psychology, and their intelligence gives them a certain level of self-preservation. An AAI might try to influence a dangerous party into leaving it alone, or might cause a sensual overload by flashing its holographic projectors and blasting its loudspeakers, disorienting an opponent while it makes its escape.

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Mobile Utility Lunar Excavator (MULE) Base Cost: 32,000 Credits Level 7 Large-sized Terran Robotic Construct, Medium Threat Hit Points: 185 Healing Threshold: NA Damage Threshold: 29 Defense: 11 Toughness: 26 Resolve: NA Acceleration: 10 Max Speed: 80 Morale Bonus: NA Space: 2 by 2 squares Reach: 1 squares Initiative: +1 Resistances: Ballistic (12); Melee (14); Explosive (10); Biological (7); Energy (11); Psionic (Immune) -Large Bashx2 +4 attack, 19 melee damage (melee range/1 attack) (Knock Down, Push, or Grab on hit) -Fusion Cutter +2 attack, 16 energy damage (melee range/1 attack) (Piercing) Prowess Skills: Melee 6, Pistol 2, Land Vehicle 4, Aerial 4, Durable 8, Defensive Training 4 Adventuring Skills: Journeyman Science 7 (+8 TB), Journeyman Pilot 7 (+8 TB) Talents: NA Over Clock: The MULE has the following Over Clock options: Turbo and Frenzy. Special Trait (Cutting Power): The fusion cutter ignores all armor bonuses to damage resistance, and can completely bypass the damage resistance of vehicles and terrain. It counts as a pistol class weapon. Special Trait (Limited Reach): The MULE can only make fusion cutter and bash attacks against targets that are in front of it. Special Trait (Evasive Fighting): While the MULE uses vehicle locomotion and vehicle rules, it maintains enough mobility that it is never considered a unattended object, and still is able to move evasively. It retains its skill and agility bonus to defense, as well as the use of any feats that increase its defense. Special Trait (Repair): A MULE that can make rapid repairs on an adjacent construct or building as long as it has access to scrap materials to make necessary repairs and the target is not moving. Every round the MULE maintains making repairs, the it can make a DC 10 Science skill check. If it is successful, the target recovers a number of hit points equal to 10 +2 for each point the pilot surpassed the DC. In addition, the targeted construct is healed one crippling wound point to the Hull, Motivator, or Weapon Systems if the SCV pilot succeeded the test by 20 or more. Special Trait (Experimental Power Cell): The MULE is still a prototype device, and has a powerful yet unstable power cell. Any time the MULE rolls a natural 1 on any action, its cell overloads and it deactivates until recharged. In addition, each minute the MULE is actively repairing or mining, roll a d20. A natural roll of 1 cause its power cell to overload and it deactivates until recharged. Strength: 10 Instinct: 1 Agility: 1 Intelligence: 1 Willpower: NA Gear: Grasping Clawx2, Fusion Cutter, Treaded Tires, Artificial Intelligence (Advanced Utility, Type II Processor), Vehicle Locomotion Description: The Mobile Utility Lunar Excavator, or MULE as it is commonly known, is a prototype mining device used to rapidly clear terrain or excavate minerals from a resource patch. Kept in small groups by mining colonies and often dropped in via drop pods, the MULE outworks even the venerable SCV, and never grows tired. However, the machines are quite experimental, and their power cells are known to overload and crash, causing damage to the machine and causing them to stop functioning. This factor makes MULES good for short term work while letting the power cell have time to tune down instead of forcing it to work overtime.

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Point Defense Drone Base Cost: 42,000 Credits Level 8 Large-sized Terran Robotic Construct, High Threat Hit Points: 150 Healing Threshold: NA Damage Threshold: 29 Defense: 6 Toughness: 25 Resolve: NA Speed: NA Shift Speed: NA Morale Bonus: NA Space: 2 by 2 squares Reach: NA Initiative: +8 Resistances: Ballistic (11); Melee (11); Explosive (12); Biological (6); Energy (8); Psionic (Immune) -Point Defense Laser +11 attack, 19 energy damage (long range/5 attacks) (2 Pen) Prowess Skills: Vehicle Weapon 10, Aerial 6, Defensive Training 8, Durable 8 Adventuring Skills: Journeyman Tactics 8 (+9 TB), Journeyman Perception 8 (+9 TB) Talents: NA Over Clock: The Point Defense Drone has the following Over Clock options: Turbo, Frenzy and Boost. Special Trait (Interceptor): The Point Defense Drone uses its lasers to shoot down enemy projectiles. This includes any ballistic, melee, explosive, or similar flying projectile type ranged projectiles launched through the air. It makes an attack of opportunity against any such ranged attack passing through its area. The attack roll of the defensive laser is compared against the attack roll of the projectile’s attack. If the drone wins, the projectile is shot down and is destroyed on sight. If the laser is used against a burst fire attack, if the drone succeeds its attack roll the burst damage is decreased by one multiplier. The drone can make up to 5 such opportunity attacks each round. It cannot use the defense laser to attack unless it is directly ordered to by an overriding force. Every offensive attack it makes with its laser is one fewer attack of opportunity it can make that turn. Special Trait (Floating Immobile): The point defense drone has no agility score, and cannot shift, evade, move, or act defensively. It simply floats in the air in the location it is set to. It receives no agility, skill or talent bonus to defense and its defense is simply 10 plus size modifier at range, and in melee it is automatically hit. Furthermore, reroll all crippling wounds to the defense drone’s motivator, as it does not have one. Strength: 5 Instinct: 4 Agility: 0 Intelligence: 1 Willpower: NA Gear: Point Defense Laser, Hover Thrusters, Artificial Intelligence (Advanced Combat, Type III Processor) Description: The Point Defense Drone has a single purpose: to shoot down enemy missiles and projectiles. The drone does this extremely efficiently; in mere seconds it can decimate an entire volley of incoming missiles. These drones serve well on both the offense and defense; on offense they can protect an attacking fleet from defenses such as missile turrets, and on defense they can protect a capital ship from a mass of attacking wraiths.

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Raven Base Cost: 230,000 Credits Level 14 Huge-sized Terran Robotic Construct, Formidable Threat Hit Points: 433 Healing Threshold: NA Damage Threshold: 46 Defense: 19 Toughness: 44 Resolve: NA Acceleration: 50 Max Speed: 750 Morale Bonus: NA Space: 3 by 4 squares Reach: NA Initiative: +22 Resistances: Ballistic (18); Melee (18); Explosive (19); Biological (13); Energy (15); Psionic (Immune) -Hunter Seeker Missile +16 attack, 90 explosive damage (long range/1 attack) (12 Pen, Burst 8) Prowess Skills: Heavy Weapons 16, Rifles 9, Aerial Vehicle 16, Durable 13, Defensive Training 15 Adventuring Skills: Master Computers 16 (+22 TB), Master Lore 16 (+22 TB), Master Perception 16 (+22 TB), Master Pilot 16 (+22 TB), Master Science 16 (+22 TB), Master Stealth 16 (+22 TB), Master Tactics 16 (+22 TB) Talents: Devastating Cripple, Sabotage, Master Tactician, Penetration, Improved Penetration, Structural Integrity, Improved Structural Integrity, Greater Structural Integrity, Keen Senses, Dog Fighter, Seen the Unseen, Stalker, Makeshift Repairs, Professional Hacker Over Clock: The Raven has the following Over Clock options: Boost, Focus, Override Code, and Mass Frenzy. Special Trait (Battlefield Construction): The Raven is equipped with built-in construction facilities to create robotic creations to assist it. It can only create one device at a time, and each device has a certain build time until they are released, and are released on the following round. Special Trait (Hunter Seeker Missile): The Raven can build and release a Hunter Seeker Missile. Building the missile takes one round, and then missile can be released on the following round. When released, the missile can be fired immediately or hover in air targeting an opponent before it is released. If it takes a round to target and opponent, it gains a +10 aiming bonus to its attack roll. Special Trait (Defensive Drones): The Raven can build and release either a Point Defense Drone or a Sentry Turret. Building either one of these takes two rounds, and then is released on the following round. Auto-Turrets use advanced thrusters to land safely on the ground, while Point Defense Drones float where they are deployed. These robots then function as normal. The raven can attempt to override any robotic creation it creates, allowing them to use its own instinct score instead of their own, and allow them to benefit from all its feats. Special Trait (Barrel Roll): The Wraith can perform a barrel roll on any round that its speed is over 100, performable as a minor action. When the Wraith performs a barrel roll, at the end of the movement it shifts a number of squares to either side equal to 1/10 their current speed. In addition, any round a wraith performs a barrel roll; they gain a +8 bonus to defense against missiles. Special Trait (Vehicle Locomotion): The Raven moves and functions like a vehicle for the purposes of movement, maneuverability, attacking, and being attacked. It makes Pilot skill tests to control itself at +30. The raven is an aerial craft and follows all rules for a flying vehicle. Strength: 13 Instinct: 6 Agility: NA Intelligence: 6 Willpower: NA Gear: Advanced Thrusters, Afterburners, Advanced Sensors, Artificial Intelligence (Heuristic, Type VI Processor), Flying Vehicle Locomotion Description: The Raven is one of the most advanced devices made by Terrans. Essentially a surveillance drone manned only by an advanced artificial intelligence, Ravens are used to scout, explore, and sometimes defend border worlds and fringe colonies. Their ability to create devastating missiles and unleash drones makes them relatively self-sufficient; however they shine when used to supplement other military forces.

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Sentry Turret Base Cost: 53,000 Credits Level 8 Medium-sized Terran Robotic Construct, High Threat Hit Points: 130 Healing Threshold: NA Damage Threshold: 26 Defense: 10 Toughness: 24 Resolve: NA Speed: NA Shift Speed: NA Morale Bonus: NA Space: 1 square Reach: NA Initiative: +8 Resistances: Ballistic (14); Melee (14); Explosive (15); Biological (9); Energy (11); Psionic (Immune) -Advanced Gauss Cannon with Burst +11 attack, 18 ballistic damage (medium range/2 attacks/500 shots) (5 Pen, Burst 1 or Burst 2, Storm of Bullets, Gauss) -Advanced Gauss Cannon w/ Focused Burst +11 attack, 27 ballistic damage (medium range/2 attacks/ 500 shots) (5 Pen, 3 Rend, Storm of Bullets, Gauss) Prowess Skills: Heavy Weapons 10, Rifles 2, Durable 10, Defensive Training 10 Adventuring Skills: Journeyman Tactics 8 (+9 TB), Journeyman Perception 8 (+12 TB) Talents: NA Over Clock: The sentry turret has the following Over Clock options: Turbo and Frenzy. Special Trait (Turret): The Sentry-Turret can turn and change the facing of its gauss cannon turret to attack an opponent in any direction. Special Trait (Immobile): The auto-turret has no agility score, and cannot shift, evade, move, or act defensively. It can also not be pushed, knocked down, or grabbed. It receives no agility, skill or talent bonus to defense and its defense is simply 10 plus size modifier at range, and in melee it is automatically hit. Furthermore, reroll all crippling wounds to the sentry turret’s motivator, as it does not have one. Strength: 6 Instinct: 4 Agility: 0 Intelligence: 1 Willpower: NA Gear: Mounted Advanced Gauss Cannon, Artificial Intelligence (Advanced Combat, Type II Processor) Description: The Sentry Turret is simply a more advanced Auto-Turret. They are found in top-secret military complexes, or are deployed by Ravens. Often, they are found being utilized by more impressive AIs, such as Adjutants and Ravens, who take over Sentry Turrets to give them more formidable firepower.

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Synthetic Base Cost: 22,500 Credits Level 3 Medium-sized Terran Robotic Construct, Medium Threat Hit Points: 55 Healing Threshold: NA Damage Threshold: 19 Defense: 13 Toughness: 15 Resolve: NA Speed: 5 Shift Speed: 1 Morale Bonus: NA Space: 1 square Reach: 1 squares Initiative: +2 Resistances: Ballistic (9); Melee (11); Explosive (7); Biological (6); Energy (6); Psionic (Immune) -Armored Fist +1 attack, 7 melee damage (melee range/3 attacks) Prowess Skills: Melee 1, Heavy Weapons 2, Basic Land 3, Aerial 3, Durable 3, Defensive Training 3 Adventuring Skills: Novice Athletics 4 (+8 TB), Novice Acrobatics 4 (+6 TB), Novice Pilot 4 (+6 TB) Talents: Fast Reload, Dodge, Power Strike Over Clock: The Synthetic has the following Over Clock options: Frenzy, Boost, Focus, and Override Code. Strength: 4 Instinct: 2 Agility: 2 Intelligence: 2 Willpower: NA Gear: Synthetic Terran Frame, Artificial Intelligence (Heuristic, Type IV Processor), Active Locomotion Description: The synthetic is simply a mechanically replicated human, the quintessential bipedal robot. They are used as assistants, laborers, servants, personal security, or just about any other function. They are commonplace in Terran society, especially wealthy society, where many have a synthetic man to do menial labor instead of having to perform it themselves. Outside such wealthy standards, they are usually fairly rare, but still have many functions, such as the labor in fully automated factories or piloting ships when true Terran pilots are sparse. Personality wise, they are dumbly loyal and obedient, and many connections have been made between the personalities of synthetics and resocialized Terrans. There is no ‘typical’ synthetic model, are all are costumed designed and tailored for whatever purpose they were purchased for. However, the synthetic described here is essentially a base model that can be used for most general labor purposes. Synthetics are capable of using any weapon and armor that a Terran is.

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Warbot, Heavy Base Cost: 160,000 Credits Level 15 Huge-sized Terran Robotic Construct, Formidable Threat Hit Points: 595 Healing Threshold: NA Damage Threshold: 57 Defense: 20 Toughness: 51 Resolve: NA Acceleration: 10 Max Speed: 120 Morale Bonus: NA Space: 3 by 4 squares Reach: 2 squares Initiative: +16 Resistances: Ballistic (25); Melee (25); Explosive (29); Biological (20); Energy (20); Psionic (Immune) -Elite Twin-linked Flamethrower with Increased Potency +19 attack, 31 energy damage (special range/1x2 attacks/120 shots) (4 Pen, Cone, Flames) -Elite Twin-linked Autocannon +21 attack, 25 ballistic damage (long range/3x2 attacks/500 shots) (4 Pen, Kickback, Twin-linked) -Elite Twin-linked Autocannon with Burst +21 attack, 50 ballistic damage (long range/1 attack/500 shots) (4 Pen, Burst 1, Kickback, Twin-linked) -Elite Twin-linked Autocannon w/ Focused Burst +21 attack, 75 ballistic damage (medium range/1 attack/ 500 shots) (4 Pen, Kickback, Twin-linked) -Elite Cluster Missile Battery +18 attack, 36 explosive damage (long range/3 attacks/60 shots) (Burst 2, Rocket, Cluster Blast) -Elite Cluster Missile Battery with Burst +18 attack, 72 explosive damage (long range/1 attack/60 shots) (Burst 6, Rocket, Cluster Blast) -Elite Cluster Missile Battery w/ Focused Burst +18 attack, 98 explosive damage (long range/1 attack/ 60 shots) (Burst 4, Rocket, Cluster Blast) Prowess Skills: Melee 17, Rifles 2, Heavy Weapons 17, Durable 17, Defensive Training 17 Adventuring Skills: Expert Tactics 15 (+16 TB), Expert Perception 15 (+16 TB) Talents: NA Over Clock: The Heavy Warbot has the following Over Clock options: Turbo, Frenzy and Boost. Special Trait (Weapon Loadout): The Heavy Warbot comes equipped base with an Elite Twin-linked Flamethrower with Improved Potency. By paying 25,000 more for it, the Warbot can exchange the flamethrower with an Elite Twin-linked Autocannon or an Elite Cluster Missile Battery. Special Trait (Evasive Fighting): While the Heavy Warbot uses vehicle locomotion and vehicle rules, it maintains enough mobility that it is never considered a unattended object, and still is able to move evasively. It retains its skill, agility and talent bonuses to defense. Strength: 20 Instinct: 4 Agility: 1 Intelligence: 1 Willpower: NA Gear: Treads, Elite Autocannon, Artificial Intelligence (Advanced Combat, Type III Processor) Description: The A.R.E.S Heavy warbot is the Terrans premier heavy combat robot. They are exceptionally rare and incredibly complex, and are not often seen in combat, but make a notable impression when they show up. Like Light Warbots, they are often seen inside of military and paramilitary installations and space platforms.

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Warbot, Light Base Cost: 53,000 Credits Level 7 Large-sized Terran Robotic Construct, Extreme Threat Hit Points: 190 Healing Threshold: NA Damage Threshold: 35 Defense: 16 Toughness: 29 Resolve: NA Acceleration: 15 Max Speed: 60 Morale Bonus: NA Space: 2 by 2 squares Reach: 1 squares Initiative: +11 Resistances: Ballistic (16); Melee (16); Explosive (20); Biological (11); Energy (11); Psionic (Immune) -Twin-linked Military Shotgun +11 attack, 16 ballistic damage (short range/1x2 attacks/160 shots) (Spread) -Twin-linked Chaingun with Burst +6 attack, 20 ballistic damage (long range/1 attack/1,000 shots) (1 Pen, Burst 1 or Burst 2, Heavy, Twin-linked) -Twin-linked Chaingun w/ Focused Burst +6 attack, 30 ballistic damage (medium range/1 attack/ 1,000 shots) (1 Pen, Heavy, Twin-linked) -Grenade Launcher +9 attack, 45 explosive damage (medium range/2 attacks/48 shots) (Burst 2, Grenade) Prowess Skills: Melee 1, Rifles 9, Heavy Weapons 9, Durable 9, Defensive Training 7 Adventuring Skills: Expert Tactics 10 (+11 TB), Expert Perception 10 (+11 TB) Talents: NA Over Clock: The Light Warbot has the following Over Clock options: Turbo, Frenzy and Boost. Special Trait (Weapon Loadout): The Light Warbot comes equipped base with a Twin-linked Military Shotgun. By paying 2,000 more for it, the Warbot can exchange the shotgun with a Twin-linked Chaingun or a Grenade Launcher with Fragmentation grenades. Special Trait (Evasive Fighting): While the Light Warbot uses vehicle locomotion and vehicle rules, it maintains enough mobility that it is never considered an unattended object, and still is able to move evasively. It retains its skill and agility bonus to defense. Strength: 10 Instinct: 4 Agility: 3 Intelligence: 1 Willpower: NA Gear: Treads, Twin-linked Military Shotgun, Artificial Intelligence (Advanced Combat, Type III Processor) Description: Light Warbots are combat drones used to defend heavily guarded installations. They are no timid foes, possessing numerous formidable weapons and are resilient and highly resistant to most incoming fire. They are also used in live fire training exercises, and as pacification units for prisons and research laboratories experimenting on dangerous subjects.

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Widow Mine Base Cost: 30,000 Credits Level 8 Small-sized Terran Robotic Construct, Extreme Threat Hit Points: 90 Healing Threshold: NA Damage Threshold: 23 Defense: 29 Toughness: 22 Resolve: NA Speed: 6 Shift Speed: 2 Morale Bonus: NA Space: 1 square Reach: 1 square Initiative: +6 Resistances: Ballistic (11); Melee (11); Explosive (12); Biological (6); Energy (8); Psionic (Immune) -Unstable Payload +9 attack, 70 explosive damage (medium range/1 attack) (Burst 5) Prowess Skills: Explosives 10, Heavy Weapons 10, Durable 10, Defensive Training 10 Adventuring Skills: Journeyman Athletics 8 (+13 TB), Journeyman Perception 8 (+9 TB) Talents: NA Over Clock: The Spider Mine has the following Over Clock options: Turbo and Frenzy. Special Trait (Unstable Payload): The Widow Mine can launch a small, but powerful missile that it constructs inside itself. The missile launches outwards at a target of its choosing, much like a regular attack. Afterwards, the Widow Mine begins construction of a new missile, which takes 3 full-round actions. The missile can only be built, worked on, and fired while the Widow Mine is burrowed. Special Trait (Burrow): As 2 full-round actions, the Widow Mine can burrow underground. It is undetectable and cannot be seen while burrowed. While underground, its scanners can detect anything within 20 squares, and has basic identification software to tell whether or not it is a hostile. The widow mine can leave its burrow as a full-round action. Strength: 5 Instinct: 4 Agility: 6 Intelligence: 1 Willpower: NA Gear: Unstable Payload, Artificial Intelligence (Advanced Combat, Type II Processor), Active Locomotion Description: The Widow Mine is a new model of Spider Mine invented during the Second Great War. It is essentially the more dangerous spider mine, as rather than destroying itself it release its high explosive payload packed into an unstable missile that it launches towards an opponent. Afterwards, it begins construction of another payload. Widow Mines have all the horrifying perks of spider mines, except, since they don’t self-destruct, they last much longer and will migrate much more looking for victims. Often the only sign that a widow mine pack once guarded an area a zone of blasted bodies and wrecked vehicles.