E.D.N. III Beta

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A Fan-Made Tabletop Roleplaying Game in the Lost Planet Universe

A 100DOS expansion to be used with the Mythic 6.3 and newer Handbooks.

This is, in no way, endorsed by Capcom or Spark Unlimited. E.D.N III is a fan
project that was commissioned for the 100DOS System. All Rights of Lost Planet, its Characters, Locations, and Terms are copyright of
Capcom.
This is a free product. If you paid for this product, you have been scammed
and should seek to refund your money in any way you can.

1
Contents

PLAYING E.D.N. III............................................................... 3 SPECIAL AMMUNITION ..................................................... 12


THERMAL ENERGY (T-ENG) ..................................................3 ROCKET AND MISSILE MODIFICATIONS.............................. 14
PERSONAL T-ENG STORAGE UNIT (TESU) .........................3
AMMUNITION PURCHASING CHART .................................. 15
TESU AND EXTREME TEMPERATURES ..............................3
TRADING WITH TESU ........................................................3
INFANTRY ARMOR ............................................................ 15
[P] PIRATE TAG .....................................................................3
EQUIPMENT AND ATTACHMENTS ..................................... 16
DETACHABLE [VS] VITAL SUIT WEAPONS .............................3
WEAPON RAIL MOUNTS ..................................................... 16
AKRID WEAK POINTS ............................................................3
OPTICS, SCOPES, SIGHTS .................................................... 16
AKRID CATEGORIES...............................................................3
CATEGORY L AND S IMMUNITIES......................................3 RAILS .................................................................................. 17
WEAPON CONVERSION MODIFICATIONS........................... 18
SOLDIER TYPES ................................................................... 4
AMMUNITION ATTACHMENTS........................................... 19
NEVEC MILITARY UNIT ..........................................................4
BARREL ATTACHMENTS AND MODIFICATIONS .................. 19
PIRATE ..................................................................................4
SPECIALIZATION PACKS ........................................................4 GENERAL EQUIPMENT ...................................................... 20
LIMITED PACKS .................................................................5
HELMET AND FACE EQUIPMENT ........................................ 21
INFANTRY WEAPONS.......................................................... 6 SPECIALIZED CLOTHING...................................................... 22
PISTOLS .................................................................................6 PROTECTION....................................................................... 22
CROSSBOWS .........................................................................6 AERIAL GEAR ...................................................................... 22
SMGs ....................................................................................6 CARRYING DEVICES ............................................................ 23
ASSAULT RIFLES ....................................................................6 COMPUTING EQUIPMENT .................................................. 24
TACTICAL RIFLES ...................................................................6 ELECTRONIC WARNING DEVICES AND JAMMERS .............. 24
SHOTGUNS ...........................................................................7 SENSORS ............................................................................. 25
CHEMICAL WEAPONS ...........................................................7 SHELTER ............................................................................. 25
EXPLOSIVE WEAPONS ...........................................................7 SURVIVAL ........................................................................... 26
GRENADES AND EXPLOSIVES ................................................7 MEDICAL............................................................................. 27
MELEE WEAPONS .................................................................9 WAR DOG ........................................................................... 28

VITAL SUIT AND VEHICLE WEAPONS ................................. 10 VITAL SUITS ...................................................................... 29


AUTOCANNONS AND RIFLES ..............................................10 VITAL SUIT GAMEPLAY ....................................................... 29
SHOTGUNS .........................................................................10 VS CUSTOMIZATION ........................................................... 30
EXPLOSIVE LAUNCHERS ......................................................10 VITAL SUITS ........................................................................ 33
CHEMICAL SPRAYERS ..........................................................11
CHARACTER BESTIARY ...................................................... 44
ENERGY WEAPONS .............................................................11
AKRID BESTIARY ................................................................. 45
MELEE WEAPONS ...............................................................11

SPECIAL WEAPONS ........................................................... 11

2
PLAYING E.D.N. III AKRID WEAK POINTS
E.D.N. III is a fan-made Tabletop Roleplaying Game set in the Lost All Akrids have glowing Weak Points known as Thermal Energy
Planet universe. The system the game runs on is 100DOS, a D100 Deposits. These are generalized weaknesses that will ignore half of
game system designed by Brandon ‘Vorked’ Miller. the Akrid’s Natural Armor. If the Akrid has no Natural Armor and a
To properly play E.D.N. III, you must use the Mythic 6.3 Weak Point is struck, it will take an extra +2 Damage for each Damage
Tabletop Game Handbook for the game’s rules. This is effectively an Dice the Attack has.
expansion of Mythic.
AKRID CATEGORIES
COMPATIBILITY Akrid Categories are loose categorizations of an Akrid based on its size
E.D.N. III, alongside any 100DOS game, is fully compatible with any and capability. The Akrid Categories are S (small), M (mid), L (large),
other 100DOS game, splatbook, or expansion. There are many and G (giant).
crossover options for players and GMs to use, as well as using rules
from other 100DOS games. For example, there is an additional Player CATEGORY L AND S IMMUNITIES
Character system to make them feel more like the main character It is incredibly important to note that Category L and Category G Akrid
known as Utility in BLACKSITE, a fan-made XCOM 2 expansion for have a complete immunity to the Kill Special Rule and are able to
Mythic 6.0. Using Utility alongside Frontier would offer for more ignore any Movement-reducing effects caused by Special Rules and
player-based experiences alongside the standard Frontier combat. Attacks unless made by another Category L or G Akrid or a source
large enough that would warrant it, like a massive explosion that
THERMAL ENERGY (T-ENG) outclasses anything standard weaponry could create.
Thermal Energy, known as T-Eng, is a liquid-like form of combustible
red and green gel. Thermal Energy is dropped by wildlife on E.D.N III,
by defeated Akrid. Thermal Energy is used to power almost
everything, from Vital Suits and Vehicles, to weapons and medical
utilities.
T-Eng is often displayed as a cost for Equipment, Weapons,
and Vital Suits. Weapons that list T-Eng will use the listed amount (X)
with each shot or charge made. Vital Suits and Vehicles will use it for
each Turn an Action was made with it.

PERSONAL T-ENG STORAGE UNIT (TESU)


T-Eng is stored on the Character in the Personal T-Eng Storage Unit
(TESU). Each Character will begin with a TESU at Character Creation.
A standard TESU can store a maximum of 500 T-Eng.

TESU AND EXTREME TEMPERATURES


As long as the TESU has T-Eng available, it will protect the User from
Extreme Temperatures. For each Minute (10 Turns) a Character is in
Extreme Temperatures, the TESU will burn 5 T-Eng. This essentially
allows the Character to ignore Temperatures up to 51 Celsius and as
low as -51 Celsius.

TRADING WITH TESU


The TESU can be used to give and trade T-Eng. As a Half Action, the
TESU will be able to trade T-Eng with a willing receiver who is within
half a meter of the User. Each Half Action will trade up to 50 T-Eng.

[P] PIRATE TAG


The [U] is a Universal Tag that states that Civilians do not have to pay
an upcharge for that piece of Equipment. Similarly, the [P] Pirate Tag
means that a Pirate does not have to pay an upcharge. The [P] Tag
and the [I] Insurrectionist Tag from the main Mythic Handbook is the
same rule with different circumstances.

DETACHABLE [VS] VITAL SUIT WEAPONS


A [D] Detachable Vital Suit Weapon allows a Character to remove the
Weapon and hold it by hand. It takes a Full Action to detach and
attach the Detachable Vital Suit Weapon.
When detached, these Weapons gain the following changes
when held by a Character and not a Vital Suit.
• Can’t be fired while taking Movement Actions
• -20 Penalty to Evasion Tests
• Weapon considered [HW]
• Close and Optimal Range is halved
• Must be used with 2 hands

3
SOLDIER TYPES

NEVEC MILITARY UNIT PIRATE

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25
TIER: 2 EXPERIENCE COST: 1,800 TIER: 2 EXPERIENCE COST: 1,000
UPBRINGING: Any TRAINING: Basic and Infantry UPBRINGING: Any TRAINING: Basic and Infantry
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.) HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.) WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal SIZE Normal
CHARACTERISTIC ADVANCEMENTS CHARACTERISTIC ADVANCEMENTS
STR WFR PER CRG -- Player Choice Player Choice --
+5 Simple +5 Simple +5 Simple +10 Rookie -- +5 Simple +5 Simple --
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
The Military Unit begins with the Human Weaponry Racial Training at The Pirate begins with three Trained Skills of their choosing at
Character Creation. Character Creation.
The Military Unit begins with two Skills of their choosing at +10 at Pirates increase their cR payouts by 10%.
Character Creation. SQUAD UP: When making Combined Actions with other members of
SQUAD UP: When making Combined Actions with other members of their Pirate faction; these Characters gain a +5 Bonus to Courage
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The Tests. The Characters also gain a +10 Bonus to Warfare Melee and
Characters also gain a +10 Bonus to Warfare Melee and Warfare Warfare Range Tests when taking Combined Actions.
Range Tests when taking Combined Actions. EQUIPMENT PACK: The Character gains 200 cR solely to buy their
EQUIPMENT PACK: The Character gains 250 cR solely to buy their Equipment Pack based on the Equipment of their choosing. There is
Equipment Pack based on the Equipment of their choosing. The no limitation to what can be in the Character’s Equipment Pack.
Character must buy Armor, a Primary Weapon, and a Secondary
Weapon. Any other cR given to the Character does not go towards
creating the Equipment Pack. The Equipment Pack cannot be changed
after Character Creation.

4
SPECIALIZATION PACKS

BATTLEFIELD MEDIC HEAVY WEAPONS RECON/INFILTRATION


ABILITY SKILL ABILITY SKILL ABILITY SKILL
Emergency Procedure Evasion (Trained) Gather Senses Athletics (Trained) Always Ready Camouflage (+10)
Field Medic Investigation (Trained) Mobile Fire Survival (Trained) Eagle Eye Cryptography (Trained)
Under Control Medication (Trained) Rapid Reload Intimidation (Trained) Exceptional Hearing Investigation (Trained)

CLOSE QUARTERS LOGISTICS RESOURCE/SUPPORT


ABILITY SKILL ABILITY SKILL ABILITY SKILL
Disarm Athletics (+10) Eagle Eye Cryptography (+10) Ask Nicely Investigation (Trained)
Evasive Maneuvers Investigation (Trained) Exceptional Hearing Security (Trained) Resourceful Security (Trained)
Hand-To-Hand Basic Survival (Trained) Triangulation Technology (Trained) Triangulation Technology (Trained)

DEMOLITIONS MARKSMAN TECHNICIAN/COMMS


ABILITY SKILL ABILITY SKILL ABILITY SKILL
Gather Senses Demolitions (Trained) Adept Marksman Athletics (Trained) Alien Tech Command (Trained)
Mind Timer Technology (Trained) Far-Sight Camouflage (Trained) Handyman Investigation (Trained)
Under Control Investigation (Trained) Marksman Navigation (Trained) Smooth Talker Technology (Trained)

DUELIST POINTMAN VEHICLE EXPERT


ABILITY SKILL ABILITY SKILL ABILITY SKILL
Akimbo Athletics (Trained) Fast Foot Athletics (Trained) Handyman Navigation (Trained)
Denial Stunting (Trained) Gather Senses Investigation (Trained) Gather Senses Pilot (Trained)
Quickdraw Survival (Trained) Snapshot Survival (Trained) Mobile Fire Technology (Trained)

LIMITED PACKS

COMMANDER MILITARY SPECIAL


ABILITY SKILL The Command Package is based on leading the party, and usually coming with a higher rank than the rest of the Party.
Grand Entrance Appeal (Trained) When in a Human Military, E- 6 should be the commonly given Rank to be above the rest of the Party. If in a Covenant
Military, the common rank given should be a Major. The Command Specialization Package is limited to one per Party.
Order of Things Command (Trained) If the rest of the Party are already higher rank, or near the rank of what the base Commander Rank is, the
GM may promote the Commander. A general rule of thumb for Humans would be to allow the Character to take an
Reliable Reputation Investigation (Trained) increased rank of O-5, but this is not completely common. For Covenant, a simple Rank increase to the level above the
rest would suffice.

MEDICAL PHYSICIAN MILITARY SPECIAL


ABILITY SKILL Those in the Human military structure who specialize in Medical practices are joined into the Medical Corps of their
Cynical Investigation (Trained) respective Military. Those currently enlisted and either in training or are still early within the ranks begin as an O-1
rank of Ensign in the Navy. After completing 17 Months as the Medical Specialization Pack, the Character is ranked up
Emergency Procedure Medication (Trained) to O-3 Lieutenant.
These special ranks are not for commanding, but for paygrade Bonuses. This gives no Command Bonuses or power
over those of lesser ranks. A Medical Physician should be limited to one per Fireteam, Squad, or Player group. If the
Under Control Technology (Trained)
Character is outside of the Military, they are exempt from this rule. Civilians who are working under a Military as a
Medical Physician gain the rank of O-1 Ensign until discharge or moving on.

5
INFANTRY WEAPONS
PISTOLS
NEVEC Pistol Semi-Auto (3) Weight (1.2 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Pistol 3D10 +4 6 20m-95m 12 4 Half Actions 9x19mm 23
[UD] [OH]. If an Akrid is struck by this Weapon, the User will be given a full briefing of the creature.

Handgun Semi-Auto (2) Weight (1.7 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Pistol 3D10 +7 3 15m-90m 12 4 Half Actions 11.43x23mm 18
[P] [UD] [OH]. Headshot Special Rule.

Revolver Pump (2) Weight (1.9 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
Pistol 3D10 +11 5 20m-80m 6 Single Loading 12.7x40mm 27
[P] [UD] [OH]. Headshot Special Rule.

Hand Cannon Semi-Auto (1) Weight (1.8 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
Pistol 3D10 +12 14 20m-65m 1 13 Half Actions 12.7x40mm 59
[P] [UD] [OH]. Blast (6), Kill (3). This weapon must be Braced as if it had the Heavy Weapon Special Rule, while still being a single-handed weapon. If fired with only one hand, the Character must
make a -20 Strength Test. If Failed, the Weapon is dropped. It will Scatter 1D5 meters for each Degree of Failure, to a maximum of 3D5 meters.

CROSSBOWS
Valkyrie Crossbow Semi-Auto (1) Weight (2.3 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
SMG 2D10 +20 12 25m-225m 1 Single Loading Bolt 40
[P] [UD] [TH]. Spike and Headshot Special Rule. Blast (3), Kill (1). An explosive bolt will detonate on impact.

SMGs
Pneumatic Injector Gun Auto (10) Weight (2.7 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
SMG 3D10 +1 12 20m-180m 50 5 Half Actions Rivet 35
[P] [UD] [TH]. -10 Penalty To Hit when firing 7 or more shots in a Turn.

ASSAULT RIFLES
Assault Rifle Auto (8) Weight (3.8 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Rifle 3D10 +8 13 35m-450m 26 6 Half Actions 9.3x55mm 38
[P] [UD] [TH].

Machine Gun Auto (10) Weight (4.8 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Rifle 3D10 +5 15 30m-575m 50 6 Half Actions 5.56x45mm 46
[P] [UD] [TH].

Gun Sword Auto (6) Weight (4.6 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Rifle 3D10 +6 12 35m-400m 25 6 Half Actions 9.3x55mm 68
[P] [UD] [TH]. If the Gun Sword is swung as a Melee Weapon, it will extend into a large blade. This blade gives +1 Melee Reach and deals the Damage of a Machete.

Pulse Rifle Burst (3) Weight (4.5 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Energy 2D10 +14 18 45m-750m 24 7 Half Actions Gause Round 66
[UD] [TH]. Penetrating and Kinetic Special Rule. Comes with a 8x Scope. (X) begins at 3 and gains +2 for each Half Action charged, to a maximum of 9D10.

Energy Gun Auto (5) Weight (6.0 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BATTERY RELOAD AMMUNITION PRICE
Energy 4D10 +15 9 45m-400m -- 8 Half Actions User’s T-ENG (3) 101
[UD] [TH]. Cauterize and Kinetic Special Rule. Blast (2). +10 to Evade this Weapon due to slow moving projectiles. If used with Charge (1), the weapon’s next Attack will gain +2D10 Damage Dice
and will lose the Bonus given to Evading that Attack.

TACTICAL RIFLES
Hunting Rifle Pump (2) Weight (6.2 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
Rifle 3D10 +9 13 55m-900m 6 6 Half Actions 8.35x56mm 39
[P] [UD] [TH]. Headshot Special Rule. Comes with a 4x Scope. Firing a shot as a Reaction will gain an extra -10 Penalty To Hit.

Designated Marksman Rifle Semi-Auto (2) Weight (5.9 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
Rifle 3D10 +10 14 65m-1,200m 6 6 Half Actions 7.62x56mm 41
[P] [UD] [TH]. Headshot and Long Barrel Special Rule. Comes with a 5x Scope.

Plasma Marksman Rifle Semi-Auto (2) Weight (6.2 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BATTERY RELOAD AMMUNITION PRICE
Energy 3D10 +18 12 45m-1,400m -- 8 Half Actions User’s T-ENG (5) 45
[UD] [TH]. Cauterize, Headshot, and Long Barrel Special Rule. Comes with a 4x Scope.

6
Halberd Charge (X) with Auto (1) Weight (7.1 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BATTERY RELOAD AMMUNITION PRICE
Energy (X)D10 +15 25 50m-2,000m -- 9 Half Actions User’s T-ENG (10) +5 per Charge 102
[UD] [TH]. Cauterize, Kinetic, Headshot, and Long Barrel Special Rule. Comes with a 8x Scope. (X) begins at 3 and gains +2 for each Half Action charged, to a maximum of 9D10.

Plasma Cannon Semi-Auto (2) Weight (6.4 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BATTERY RELOAD AMMUNITION PRICE
Energy 5D10 +18 25 45m-1,650m -- 17 Half Actions User’s T-ENG (5) 109
[UD] [HW]. Cauterize, Kinetic, and Long Barrel Special Rule. Blast (4), Kill (2). Comes with a 3x Scope.

SHOTGUNS
Shotgun Pump (2) Weight (5.6 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
Shotgun 3D10 +7 5 15m-65m 8 Single Loading 12 Gauge Shell 34
[P] [UD] [TH]. Spread Special Rule.

Assault Shotgun Semi-Auto (3) Weight (6.2 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
Shotgun 4D10 +10 6 15m-70m 7 Single Loading 8 Gauge Shell 49
[UD] [TH]. Spread Special Rule.

CHEMICAL WEAPONS
Flamethrower Sustained (3) Weight (20 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TANK RELOAD AMMUNITION PRICE
Chemical Sprayer 3D10 +5 16 5m-35m 54 17 Half Actions Tank 44
[P] [UD] [TH]. Flame (1D5), Cauterize, Spread Special Rule. Fires a sticky flammable set of chemicals that are then ignited. Releases in a 45-degree cone of fire that hits multiple targets. Point
Blank Attacks with this weapon causes the User to hit themselves with the Attack alongside the Target. Tank weighs 5 kg. Comes with 2 Tanks.

Acid Launcher Sustained (3) Weight (20 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TANK RELOAD AMMUNITION PRICE
Chemical Sprayer 3D10 +5 16 5m-35m 54 17 Half Actions Tank 55
[P] [UD] [TH]. Acid (1D5), Cauterize, Spread Special Rule. Fires a sticky acidic chemical. Releases in a 45-degree cone of fire that hits multiple targets. Point Blank Attacks with this weapon causes
the User to hit themselves with the Attack alongside the Target. Tank weighs 5 kg. Comes with 2 Tanks.

Particle Thrower Sustained (3) Weight (20 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TANK RELOAD AMMUNITION PRICE
Chemical Sprayer 3D10 +20 13 20m-75m -- 11 Half Actions User’s T-ENG (2) 49
[P] [UD] [HW]. Electrified (1D5), Cauterize, Homing Special Rule. If this weapon is fired 2 Turns in a row, it will gain Overheat (3).

Incinerator Sustained (5) Weight (20 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TANK RELOAD AMMUNITION PRICE
Chemical Sprayer 4D10 +12 24 35m-100m -- 11 Half Actions User’s T-ENG (2) 70
[P] [UD] [HW]. Electrified (1D5), Cauterize, Homing Special Rule. If this weapon is fired 2 Turns in a row, it will gain Overheat (3).

EXPLOSIVE WEAPONS
Grenade Launcher Semi-Auto (1) Weight (5.3 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
Grenade Launcher 3D10 +9 12 10m-70m 6 8 Half Actions 40mm Grenade 69
[P] [UD] [TH]. Blast (8), Kill (4). Comes with a Built-in 2x Scope. Cannot be detonated within 10 Meters of the weapon used to fire the Grenade.

Anti-Armor Rocket Launcher Semi-Auto (1) Weight (7.1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
Rocket Launcher 4D10 +20 17 45m-700m 1 -- 84mm Rocket 91
[UD] [TH] [HW]. Blast (9), Kill (3).

GRENADES AND EXPLOSIVES


Hand Grenade Weight (0.4 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 3D10 +9 12 Blast (8), Kill (2) 10
[UD] [P]. Blast (8), Kill (2). The Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Characters next Turn.

Firecracker Grenade Weight (0.8 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 7D10 +4 10 Blast (2), Kill (2) 18
[UD] [P]. Blast (2), Kill (2). The Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Characters next Turn. This Grenade can only damage Targets directly
above it up to 20 meters high, while the vertical Kill Radius is only 10 meters high.

Energy Grenade Weight (0.5 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 3D10 +9 12 Blast (8), Kill (2) 12
[UD] [P]. Blast (8), Kill (2). The Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Characters next Turn. The Energy Grenade deals half Damage against
Characters and will deal double Damage to Vehicles and Vital Suits.

Plasma Grenade Weight (0.7 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 3D10 +6 10 Blast (8), Kill (2) 25
[UD] [P]. Stun and Cauterize Special Rule. Blast (8), Kill (2). The Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Characters next Turn.

7
Regen Grenade Weight (0.5 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 3D10 +9 17 Blast (8) 30
[UD] [P]. The Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Characters next Turn. This Grenade will heal allies within its Blast for the Damaged
rolled. It is important to note that the amount healed is still reduced by the Character’s Damage Resistance. This Grenade can’t deal Damage.

Disc Grenade Weight (0.5 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 2D10 +12 13 Blast (8), Kill (2) 16
[UD] [P]. Blast (8), Kill (2). Sticky Special Rule only against Characters. The Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Characters next Turn.
When this Grenade is thrown, it will travel double the distance within the same period of time compared to a normal grenade thanks to its design.

Gum Grenade Weight (1.8 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 4D10 +10 20 Blast (6), Kill (2) 11
[UD] [P]. Sticky Special Rule. Blast (6), Kill (2). The Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Characters next Turn.

Chameleon Grenade Weight (0.4 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 3D10 +9 15 Blast (6), Kill (1) 18
[UD] [P]. Sticky Special Rule. Blast (6), Kill (1). When the Chameleon Grenade is thrown, it will cloak itself, giving a +60 Bonus to Camouflage. Even when it sticks to someone, it will be very difficult
to detect its exact location, making it very difficult to remove. This Grenade can only be remote detonated and can be remote detonated by the User from up to 1 kilometer away.

Buster Grenade Weight (0.8 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 6D10 +18 12 Blast (12), Kill (4) 16
[UD] [P]. Blast (12), Kill (). The Grenade has a 12-second fuse. Once released, the grenade will detonate at the beginning of the Character’s Turn after 4 Half Actions have passed.

Smoke Grenade Weight (0.5 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade -- -- -- Blast (15) 12
[UD] [P]. Blast (15) Special Rule. The Smoke Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Characters next Turn. Comes in white, gray, and black
hues. Smoke Grenade (15) Special Rule. Lasts for 7 Rounds before beginning to dissipate.

Incendiary Grenade Weight (0.9 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 1D10 +9 5 Blast (7), Kill (1) 11
[UD] [I]. Flame (1D10), Blast (7), Kill (1). The Incendiary Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Characters next Turn.

Flashbang Grenade Weight (0.3 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 1D5 -- -- Blast (8) 6
[UD] [P]. Stun (1), Blast (8) Special Rule. The Flashbang Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Characters next Turn. Flashbang Special
Rule.

Acid Grenade Weight (0.5 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 1D10 +9 25 Blast (6), Kill (2) 12
[UD] [P]. Acid (2D5) Special Rule. The Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn.

Spark Grenade Weight (0.5 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 1D10 +9 25 Blast (6), Kill (2) 25
[UD] [P]. Sticky and Electrified (2D5) Special Rule. The Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn.

Balloon Grenade Weight (2.5 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 1D10 +9 25 Blast (9), Kill (4) 24
[UD] [P]. Acid (4D5) Special Rule. The Balloon Grenade will slowly float forward at 3 meters per Half Action it is active. After 4 Turns or until it is destroyed, the Baloon Grenade will detonate into
a shower of acid. The Grenade will attempt to hover up to 5 meters off the ground and will do anything it can to reach that height or until it reaches a ceiling. All Characters within the Blast
Radius, including directly below the Blast Radius, will take the Damage and Acid Special Rule. The Balloon Grenade has 40 Breakpoints and 15 Armor.

Dummy Grenade Weight (1.4 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 3D10 +19 18 Blast (8), Kill (2) 20
[UD] [P]. Blast (8), Kill (2). The Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Characters next Turn. Instead of detonating once the fuse has run
out, this Grenade will instead spawn an inflatable duplicate of the User. This Duplicate has 10 Breakpoints and no Armor. When the Duplicate is destroyed, it will detonate for Damage. It will
take a +10 Perception Test for someone to tell that this is a Duplicate. If outside of the Character’s Perceptive Range, this Perception Test gains a -40 Penalty, instead.

8
MELEE WEAPONS
Combat Knife Weight (0.4 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Knife 2D10 +4 +Full Strength Modifier 5 +Half Strength Modifier -- 30
[P] [PD] [SD] [DW]. 36.5cm long Military Combat knife. Non-reflective, rust resistant. Weighted for throwing.

Combat Kukri Weight (0.8 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Dagger 2D10 +9 +Half Strength Modifier 7 +Half Strength Modifier -- 34
[P] [PD] [SD] [OH]. Lengthened Military Dagger with a 49cm long carbon-steel blade. Non-reflective, carbide coating, rust resistant.

Machete Weight (0.9 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Dagger 2D10 +12 +Half Strength Modifier 1 +Half Strength Modifier -- 34
[P] [PD] [SD] [OH]. Military Dagger with a 30cm blade and a 12cm weighted handle. Non-reflective, carbide coating, rust resistant.

Compact Sword Weight (1.1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
One-Handed Sword 2D10 +8 +Full Strength Modifier 3 +Half Strength Modifier -- 34
[P] [PD] [SD] [OH]. Military Dagger with a 43cm blade and a 12cm weighted handle. Non-reflective, carbide coating, rust resistant.

Tomahawk Throwing Axe Weight (0.9 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Axe 3D10 +2 +Full Strength Modifier 2 +Full Strength Modifier -- 34
[P] [SD] [OH]. Military Tomahawk with a 30cm head and a 38cm handle. Non-reflective, carbide coating, rust resistant.

Combat Shovel Weight (1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Shovel – [BD] 2D10 +7 +Full Strength Modifier --
-- 36
Shovel – [PD] 2D10 +3 +Full Strength Modifier 5 +Half Strength Modifier
[P] [OH]. Sharpened and small collapsible Military Shovel. Doubles as an emergency melee weapon by design.

Brass Knuckles Weight (0.5 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Fist Weapon 1D10 +3 -- -- 10
[P] [BD] [DW]. This weapon augments the Characters Punching-based Melee Attacks by adding additional Damage.

Sledge Hammer Weight (9.1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Hammer 4D10 +22 +Full Strength Modifier -- +1 47
[P] [BD] [HW]. Slow and Stun (3) Special Rule. A large breeching hammer designed for forceful entry.

Baton Club Weight (1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Club 3D10 +6 +Full Strength Modifier -- +1 36
[P] [BD] [OH]. Law Enforcement baton, 91cm in length. Collapsible to 12cm with a spring-loaded mechanism for Quick drawing.

Anti-Ballistics Riot Shield Riot Shield Weight (7.6 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Melee Shield 3D10 +7 +Full Strength Modifier -- +1 33
[P] [BD] [HW]. Provides 20 Armor and has 300 Breakpoints. An Anti-Ballistics Riot Shield that acts as mobile cover. The Riot shield has a hardened plastic window to see through. The Shield covers
5 Locations for Normal sized Characters. One Attack per Half Action when making Melee Attacks.

Shield Weight (12.4 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Melee Shield 3D10 +7 +Full Strength Modifier -- +1 98
[BD] [HW]. Provides 25 Armor and has 300 Breakpoints. An Anti-Ballistics Shield that acts as mobile cover. The Shield covers 5 Locations for Normal sized Characters. One Attack per Half Action
when making Melee Attacks. As a Half Action, the Shield can be activated, which allows it to unfold. This gives the Shield the ability to cover 5 Locations for Large sized Characters and an Energy
Shield with a Shield Integrity of 100, a Recharge Delay of 15, and a Recharge of 50. When deactivated, Recharge Delay is reduced to 6. Deactivates as a Half Action.
As a Full Action, the Shield can be used to make a Melee Attack where a pulse of Energy is sent forward. This takes T-ENG (10) and will deal 3D10 Damage with a Pierce of 20.

9
VITAL SUIT AND VEHICLE WEAPONS
AUTOCANNONS AND RIFLES
VS Gatling Gun Auto (14) Weight (14.4 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Heavy Machine Gun 3D10 +9 15 35m-815m 40 8 Half Actions 7.62x56mm 83
[VS] [D] [P] [UD] [TH]. Long Barrel Special Rule.

VS Light Machine Gun Auto (8) Weight (13.1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Heavy Machine Gun 3D10 +19 15 25m-900m 36 9 Half Actions 12.7x115mm 69
[VS] [D] [P] [UD] [TH].

VS Autocannon Homecoming Auto (5) Weight (21.2 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Autocannon 4D10 +35 27 275m-3,000m 400 15 Half Actions 40mm 127
[VS] [P] [UD] [TH]. Long Barrel Special Rule.

VS Rifle Semi-Auto (1) Weight (14.6 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Rifle 4D10 +21 20 75m-2,500m 2 7 Half Actions 25mm 93
[VS] [D] [P] [UD] [TH]. Blast (2). Long Barrel Special Rule. Built-in 8x Scope.

VS Cannon Semi-Auto (1) Weight (19.4 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Rifle 4D10 +22 12 75m-2,500m 1 8 Half Actions 25mm 171
[VS] [D] [P] [UD] [TH]. Blast (9), Kill (5). Kinetic, Penetrating, and Long Barrel Special Rule.

VS Laser Vulcan Auto (12) Weight (14.4 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Energy 3D10 +4 25 25m-815m -- 15 Half Actions User’s T-ENG (1) 83
[VS] [D] [UD] [TH]. Cauterize and Long Barrel Special Rule.

SHOTGUNS
VS Shotgun Semi-Auto (2) Weight (10.7 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Shotgun 7D10 +16 7 20m-85m 8 8 Half Actions 2 Gauge Shell 86
[VS] [D] [UD] [TH]. Spread Special Rule.

VS Auto Shotty Auto (5) Weight (10.7 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Shotgun 7D10 +16 7 15m-75m 8 8 Half Actions 2 Gauge Shell 92
[VS] [D] [UD] [TH]. Spread Special Rule.

EXPLOSIVE LAUNCHERS
VS Rocket Launcher Semi-Auto (1) Weight (16.3 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Rocket Launcher 4D10 +26 16 65m-450m 1 13 Half Actions VS Rocket 115
[VS] [D] [P] [UD] [TH]. Long Barrel Special Rule. Blast (8), Kill (5).

VS Rocket Pod Burst (4) Weight (16.3 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Rocket Launcher 2D10 +8 16 25m-250m 4 11 Half Actions VS Pod Rocket 105
[VS] [D] [P] [UD] [TH]. Long Barrel Special Rule. Blast (6), Kill (3).

VS Missile Launcher Semi-Auto (2) Weight (16.3 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Missile Launcher 3D10 +18 9 15m-325m 4 9 Half Actions VS Missile 125
[VS] [D] [P] [UD] [TH]. Homing and Long Barrel Special Rule. Blast (12), Kill (3).

VS Guided Missile Semi-Auto (2) Weight (16.3 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Missile Launcher 8D10 +8 21 95m-1,000m 1 13 Half Actions VS Guided Missile 129
[VS] [D] [P] [UD] [TH]. Homing, Vehicle Lock, and Long Barrel Special Rule. Blast (12), Kill (3).

VS Dual-Shoulder Multi-Warhead Missile Launcher Auto (16) Weight (66.3 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Missile Launcher 2D10 +8 8 15m-555m 16 17 Half Actions VS Multi-Warhead Missile 339
[VS] [UD] [TH]. Homing and Long Barrel Special Rule. Blast (8), Kill (3). Once fired, all 16 missiles are launched no matter what. The VS Dual-Shoulder Multi-Warhead Missile Launcher comes with
4 total magazines worth of these missiles. This weapon takes up both of the Vital Suit’s Shoulder Slots.

VS Grenade Launcher Semi-Auto (1) Weight (17.1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Grenade Launcher 4D10 +12 16 35m-200m 5 13 Half Actions VS Grenade Shell 145
[VS] [D] [P] [UD] [TH]. Long Barrel Special Rule. Blast (15), Kill (8). When the grenade detonates, it detonates into multiple smaller explosives. This is what gives it a large Blast and Kill.

10
VS Big Destruction Missile Auto (1) Weight (36.3 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Rocket Launcher 15D10 +40 40 200m-3,000m 1 -- Destruction Missile 2,053
[VS] [D] [P] [UD] [TH]. Long Barrel Special Rule. Blast (200), Kill (40). This weapon can’t be reloaded. This weapon takes up both of the Vital Suit’s Shoulder Slots.

CHEMICAL SPRAYERS
VS Flamethrower Sustained (6) Weight (21.9 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TANK RELOAD AMMUNITION PRICE
Chemical Sprayer 3D10 +8 17 25m-80m 120 Autoloader (17) Heavy Tank 91
[VS] [D] [P] [UD] [TH]. Flame (1D10), Spread Special Rule. Fires a sticky flammable set of chemicals that are then ignited. Releases a 45-degree cone of fire that hits multiple targets. Point Blank
Attacks with a Flamethrower causes the User to hit themselves with the Attack, as well.

ENERGY WEAPONS
VS Laser Rifle Semi-Auto (2) or Charge (2) with Sustained (3) Weight (15.7 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Energy – Semi-Auto 3D10 +14 45 35m-900m User’s T-ENG (4)
-- 11 Half Actions 122
Energy – Charged 4D10 +24 55 75m-1,900m User’s T-ENG (10)
[VS] [D] [UD] [TH]. Blast (1). Cauterize, Kinetic, and Long Barrel Special Rule. When Charged, the weapon gains the Penetrating Special Rule and Kill (1).

VS EM Laser Sustained (4) or Charge (2) with Sustained (4) Weight (16.3 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Energy 4D10 +5 35 35m-200m -- 17 Half Actions User’s T-ENG (4) 80
[VS] [D] [UD] [TH]. Cauterize, Long Barrel, and Stun (3) Special Rule. The Stun Special Rule will only work on Large and smaller creatures and can’t work on Vital Suits. If Charged, Base Damage is
increased by 3D10 and Vital Suits and up to Size Category Monumental can be hit by the Stun Special Rule.

VS EM Laser Charge (X) with Burst (X) Weight (16.3 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Energy 5D10 +15 20 30m-980m -- 4 Half Actions User’s T-ENG (5) per (X) 80
[VS] [D] [UD] [TH]. Cauterize, Homing, Vehicle Lock, and Long Barrel Special Rule. With each Charge, the EM Laser will highlight a selected Target. The weapon will be able to mark a single Target
for each Charge made to a maximum of 4. When fired, it will fire a shot towards each highlighted Target. The same Target can be selected more than once.

VS Gravity Gun Charge (6) with Semi-Auto (1) Weight (22.7 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Energy 10D10 +10 200 20m-200m 1 -- User’s T-ENG (200) 1,082
[VS] [D] [UD] [TH]. Penetrating and Dice Minimum (5) Special Rule. Creates a Blast (6) radius black hole that begins to destroy all material within this radius. Anything within this radius is blinded
and will take the Damage each Half Action they are within. The black hole lasts for 6 Half Actions. This weapon can’t be reloaded. This weapon takes up both of the Vital Suit’s Shoulder Slots.

MELEE WEAPONS
Pile Bunker Weight (14.4 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Polearm 9D10 +15 +Full Strength Modifier 30 +Full Strength Modifier +4 meters 163
[VS] [D] [P] [UD] [TH]. Kinetic and Penetrating Special Rule. This weapon can only attack once per Half Action. This is reduced to once per Full Action if held by a Character and not a Vital Suit.

Laser Lance Weight (18.8 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Polearm 5D10 +35 +Full Strength Modifier 35 +Full Strength Modifier +6 meters, +1 per Charge (X) 199
[VS] [D] [P] [UD] [TH]. Cauterize and Kinetic Special Rule. This weapon can only attack once per Half Action. This is reduced to once per Full Action if held by a Character and not a Vital Suit. This
weapon can be Charged up to an (X) of 6. Each Charge increases the Damage Roll by +1D10, Base Damage by +5, and Pierce +10.

VS Saw Weight (14.4 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Axe (Chainsaw) 4D10 +12 +Full Strength Modifier 18 +Full Strength Modifier +1 meter 151
[VS] [D] [P] [UD] [TH]. Kinetic and Penetrating Special Rule. This weapon can only attack once per Half Action. This is reduced to once per Full Action if held by a Character and not a Vital Suit.
When this Weapon strikes a Target, it will deal 2 sets of Melee Damage.

VS Sword Weight (11.2 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Sword 6D10 +24 +Full Strength Modifier 12 +Full Strength Modifier +3 meters 110
[VS] [D] [P] [UD] [TH]. Kinetic and Penetrating Special Rule. This weapon can only attack once per Half Action. This is reduced to once per Full Action if held by a Character and not a Vital Suit.

UR Drill Weight (14.4 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Axe (Chainsaw) 5D10 +6 +Half Strength Modifier 26 +Full Strength Modifier +1 meter 151
[VS] [P] [UD] [TH]. Kinetic and Penetrating Special Rule. This weapon can only attack once per Half Action. This is reduced to once per Full Action if held by a Character and not a Vital Suit. When
this Weapon strikes a Target, it will deal 2 sets of Melee Damage.

UR Blowtorch Weight (14.4 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Axe (Chainsaw) 4D10 +14 40 +1 meter 189
[VS] [P] [UD] [TH]. Flame (3D10). Cauterize and Penetrating Special Rule. This weapon can only attack once per Half Action. This is reduced to once per Full Action if held by a Character and not a
Vital Suit. When this Weapon strikes a Target, it will deal 2 sets of Melee Damage.

SPECIAL WEAPONS
CANNONS
Railway Cannon Auto (1) Weight (1,410.4 Tonnes)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Cannon 7D10 +81 9 800m-75,500m 1 40 Half Actions 350cm Shell 1,204
Blast (60), Kill (20). Kinetic, Penetrating, and Long Barrel Special Rule.

11
SPECIAL AMMUNITION

STANDARD AMMUNITION CUSTOMIZATION CHART COST


AMMUNITION DAMAGE PIERCE COMPATIBILITY ABILITY PER 10
-- +4 HE, IN, HV, HYV, MG, -- 3 cR
Armor Piercing (AP)
DU, EG, T, DT
+1D10 -5 AP, IN, HV, HYV, MG, If the weapon has 4D10 or more base Dice Damage, gain Blast (1). Blast is 5 cR
High-Explosive (HE)
DU, T, HP, EG, T, DT increased by 1 for every 1D10 base extra after 4D10.
Shredder (JHP) +6 -9 HV, HYV, MG, T Roll an extra 1D10 on Special Damage on Crits. 9 cR
Soft Point (JSP) +5 -8 HV, HYV, MG, T -- 2 cR
-2 -2 AP, HE, SAP, HV, HYV, Flame (2). 10 cR
Incendiary (IN)
MG, DU, T, DT, HP, EG
-2 -2 AP, HE, SAP, HV, HYV, Cryo (2). 10 cR
Cryonic (CYN)
MG, DU, T, DT, HP, EG
+6 -8 HE, IN, HV, HYV, T, CL, +1D10 to Special Damage, cannot Pierce Through Characters. 8 cR
Hollow Point (HP)
MG, DT
High Velocity (HV) +5 +5 All except HYV and CL +10 to Perception Tests to spot this weapon fire. 9 cR
Hyper Velocity (HYV) +8 +8 All except HV and CL +30 to Perception Tests to spot this weapon fire. 15 cR
Stun Round (STRD) -15 -- MG, T Stun (1) Special Rule and Nonlethal Special Rule. --
-- -- All All Attackers firing at a Target hit with Tracers after the Turn fired will gain a 6 cR
+10 Bonus To Hit against that Target until the beginning of the User’s next
Tracer (T)
Turn. The Target will gain a +10 Bonus to Evade these Attacks if they could see
the Tracer rounds that str them.
-- -- All except T Works the same as the Tracer round but can only be seen with Infrared and 5 cR
Dim-Tracer (DT)
Thermal. The Bonuses are only +5 To Hit and to Evade.
Saboted Light Armor -3 +8 HV, HYV, MG, T, HP, -- 2 cR
Penetrator (SLAP) DU
Semi-Armor Piercing -1 +3 HE, T, IN, HV, HYV, -- 1 cR
(SAP) MG, HP
Cold Load (CL) -2 -2 All except HV and HYV When used with suppressor, -20 Perception Tests to hear weapon firing. 5 cR
Match Grade (MG) -- -- All Match Grade gives a 25% increase to the Weapon’s Close Range. 10 cR
-- +8 All except JHP, JSP, HP, Flame (1D5). 17 cR
Depleted Uranium (DU)
and SAP
-3 +15 HV, HYV, MG, DU +10 To Hit. Round is given a jacket that stabilizes trajectory. Sabot is shed mid- 6 cR
Sabot (APFSDS)
flight.
Duplex (DX) -2D10, -6 +8 T, DT, MG, CL, HV, HYV +10 To Hit. Rolling 2 or more Degrees of Success will deal two sets of Damage. 10 cR
-5 -5 T, DT, MG, CL, HV, HYV +10 To Hit. Rolling 2 or more Degrees of Success will deal +1D10 to Special 6 cR
BOLO (BOL)
Damage.
-1D10 -4 HP, T, DT, MG, CL, HV, When hit, the Target must make a +20 Toughness Test or gain +1 Fatigue. --
Frangible (FR)
HYV Cannot Pierce Through any Character, Vehicles, Armor, or Cover above 10 CP.
-3 -6 HE, IN, HV, HYV, MG, +10 to Special Damage, cannot Pierce through Characters. 5 cR
Expanding (EG)
DU
+6 +10 All except CL, MG, +P+ +5 To Hit. On To Hit rolls of 98 and 100, deal 6D10+20 Damage to the Weapon 13 cR
Over-Pressurized (+P)
being used, as the round detonates inside of the gun when fired.
Extreme Over- +10 +12 All except CL, MG, +P +5 To Hit. On To Hit rolls of 90 to 100, deal 10D10+10 Damage to the Weapon 23 cR
Pressurized (+P+) being used, as the round detonates inside the gun when fired.
-7 -7 All except +P, +P+ When used with a suppressor, -20 Perception Tests to see or hear weapon 8 cR
Under-Pressurized (-P) when fired. This can be stacked with Cold Load. When used with or without a
suppressor, the range to hear the weapon being fired is only 50 meters.

12
SHOTGUN ROUNDS CUSTOMIZATION CHART COST
AMMUNITION DAMAGE PIERCE COMPATIBILITY ABILITY PER 10
Shot (ST) -0 -0 None Standard Shell for Shotguns. --
Bird Shot (BS) -3 -3 All Shot Shells +20 Bonus To Hit. --
Breaching Shot (BCR) +5 +3 All Shot Shells Halves the range of the weapon. Deals double damage against objects. 8 cR
Flechette Shot (FL) -4 +8 All Shot Shells -- --
Fragmentation Shot -3 -5 All Shot Shells Blast (1) on any Character or surface impacted. --
(FRST)
-3 -2 All Shot Shells Flame(2) to any Character or surface impacted. Reduced to Flame (1) when Target is 9 cR
Incendiary Shot (INST)
further than Close Range.
BOLO Shot (BOS) -5 -4 All Shot Shells Adds +2D10 to weapon’s Special Damage. 9 cR
Foster Slug (FS) +1D10 -- RS Removes Spread Special Rule. 7 cR
-2D10 +12 RS Slug does not double weapon ranges and instead halves it. Deals double damage 4 cR
Breaching Slug (BSL)
against objects and vehicles.
Depleted Uranium Slug -- +10 RS Flame (2D5), removes Spread Special Rule. 40 cR
(DS)
Fragmentation Slug +1D10 -1 RS Blast (2), removes Spread Special Rule. 8 cR
(FRS)
Incendiary Slug (INS) -- -3 RS Removes Spread Special Rule, Flame (2D5). 33 cR
Cryonic Slug (CRS) -- -3 RS Removes Spread Special Rule, Cryo (2D5). 33 cR
Magnum Slug (MN) +5 +2 RS Kinetic and Penetrating Special Rule, removes Spread Special Rule. 34 cR
Stun Slug (STNL) -15 -- RS Stun (3) Special Rule and Nonlethal Special Rule, removes Spread Special Rule. 2 cR
Solid Slug (SSL) +10 -4 RS Kinetic Special Rule, removes Spread Special Rule. 28 cR
Taser Slug (TZ) -5 -1 RS Electrified (1D10) Special Rule, removes Spread Special Rule. 10 cR
Tungsten Slug (TSL) -3 +12 RS Penetrating Special Rule, removes Spread Special Rule. 11 cR
BOLO Slug (BO) -5 -4 RS Adds +3D10 to weapon’s Special Damage, removes Spread Special Rule. 12 cR
SABOT Slug (SS) -6 +12 RS Kinetic Special Rule, removes Spread Special Rule. 18 cR
-- -- Any Slug Can only be taken with other Slugs and cannot be taken on its own. Increases the 10 cR
Rifled Slug (RS) Weapon’s Close Range by 25%, removes Spread Special Rule. Close Range cannot
surpass Optimal Range.
Slugs double the Close and Optimal Range of the weapon. Any Slugs that list to increase the Weapon’s Range will further increase it.

FLAMETHROWER FUELS CUSTOMIZATION CHART (TANK IS FULL ‘MAG’ OF FLAMETHROWER) COST


AMMUNITION DAMAGE PIERCE COMPATIBILITY ABILITY PER 1
Pyrosene-V -- -- SOF Standard UNSC Flamethrower fuel --
+4 -6 SOF Beginning at -30 for the first test, each consecutive Agility Test to put out the fire will 20 cR
Napalm Defoliant
get a +10 until this Penalty reaches 0.
Nitrate-Ether Defoliant -5 -4 SOF +20 meters Range --
-5 -5 SOF Doubles Flame (X) of the Weapon, deals Flame Special Rule even if the struck 30 cR
Triethylaluminium
Character took no Damage. Burns clear, giving -10 Penalty To Hit and to Evasion.
White Diamond (X) -- SOF Halves usable range of the Flamethrower, but sprays White Phosphorous, dealing 30 cR
Defoliant double the Base Damage.
Self-Oxidizing Fuel -- -- All Allows the Cryosprayer to be used in a vacuum or atmosphere lacking Oxygen. 10 cR
Mixture (SOF)

13
40MM GRENADES COST
CARTRIDGE DAMAGE PIERCE SPECIAL BENEFIT PER 1
3D10+9 12 This is the standard Grenade. No 40mm Grenade can detonate unless fired from a Grenade Launcher. Blast 11 cR
Fragmentation
(8), Kill (4).
Smoke 1D5+4 1 Covers a diameter of Blast (15) meters in thick smoke. 3 cR
Buckshot Canister 7D10+15 5 Spread Special Rule, Range reduced to 15m-90m. Replaces 40mm Launcher Impact Damage. 6 cR
8D10+15 10 Acts as a shotgun slug, Range reduced to 25m-110m. Replaces 40mm Launcher Impact Damage. Kinetic 6 cR
Slug Canister
Special Rule.
Incendiary 1D5+1 21 Blast (10), Kill (5), and Flame(2D5) 14 cR
Thermobaric 6D10+15 15 Blast (6), Kill (6) 18 cR
Flashbang 1D5+4 1 Flashbang, but with Blast (15), Kill (3) 7 cR
1D10 -- An incredibly bright Flare that falls very slowly, supported by a small parachute. Lights up a radius of 350 3 cR
Parachute Flare Meters. Flame (1D5) within Blast (2). The Parachute Flare stays in the air for (X) Rounds, where (X) is how
many Meters from the Ground it is.
Infrared Illuminator 1D5+1 1 Provides Infrared Illumination out to 120 Meters. 1 cR
Tear Gas 1D5+1 1 Blast (25), Kill (1), Tear Gas Special Rule. 5 cR
EMP-G -- -- EMP (6) Special Rule within Blast (8). 16 cR
4D5+20 70 Powerful, hot burning material used to melt through the floor of a Frigate. Charge (1) Special Rule and lasts 20 cR
Thermite Canister for 10 Rounds. Thermite-A will deal half Damage and Pierce to those within 10 Meters of the Thermite-A
Grenade. Cauterize Special Rule. Blast (10), Kill (4).
White Diamond 1D10+10 10 Flame(4D10) within Blast (8), Kill (4). 50 cR
Cryo Grenade 1D5 14 Blast (8), Kill (4), Cryo (1D10). 20 cR

MISSILES, ROCKETS, CANNON SHELLS CUSTOMIZATION CHART COST


AMMUNITION DAMAGE PIERCE COMPATIBILITY ABILITY PER 1
Double Double All except HEAT, Removes Blast and Kill. --
Armor Piercing (AP)
HESH, SC
High-Explosive Anti- -5 +5 All except HESH, Halves Blast and Kill Radius, gives an extra +15 Pierce against Vehicles and Cover, or --
Tank (HEAT) SC, AP, HE +5 Pierce against Vehicles with the Heavy Plating Special Rule.
High-Velocity (HV) -- -- Any Increases the launcher’s Close Range by 25%. 15 cR
High-Explosive (HE) +5 -15 All except HEAT Increases Blast and Kill Radius by 3. 8 cR
Fragmentation (FG) +1D10 -10 Any Increases Blast Radius by 7 and halves Explosive Knockback. 8 cR
High-Explosive Squash -- -- All except HEAT, Halves Blast and Kill Radius, adds Kinetic Special Rule. 2 cR
Head (HESH) SC, AP
-15 +20 All except HESH, Reduces Blast and Kill Radius by half, to a minimum of 1. --
Sabot Charge (SC)
HEAT, AP
Incendiary (IN) -1D10 -10 Any Catches anything within Blast Radius on fire with Flame (2D5). 3 cR
Thermite (TH) -- +20 None Blast Special Rule lasts for 5 Rounds. Cauterize Special Rule. 50 cR
Thermobaric (TB) +3D10 -10 None Increases Blast and Kill Radius by 5 Meters, double Explosive Knockback. 30 cR
Depleted Uranium (DU) +10 +15 None Flame (3D10), halves Blast and Kill Radius. 35 cR
White Diamond (WP) Half Half None Flame (5D10) within Blast Radius. 75 cR

ROCKET AND MISSILE MODIFICATIONS


AVAILABLE TO ALL ROCKETS AND MISSILES THAT MEET THE REQUIREMENTS
MODIFICATION ABILITY COST
Any Missile with Vehicle Lock Special Rule is upgraded to use an allied or attached Vehicle’s onboard computing system to target and 10 cR
Vehicle Datalink
track a targeted Vehicle. This gives the Vehicle Lock Special Rule an extra +5 To Hit.
Missiles with Vehicle Lock or Homing Special Rule are able to be given a Proximity Fuze, which allows the Missile to detonate near the 15 cR
Proximity Fuze
Target. On missed To Hits using this Missile, the Warhead will still detonate (X) Meters away from the Target, where (X) begins at 5 and
Warhead
is increased by 1 Meter for every Degree of Failure on the Test.
Jamming Resistance Missiles with Vehicle Lock or Homing Special Rule are able to use Jamming Resistance Logic. Tools that remove the Missile’s Vehicle 20 cR
Logic Lock or Homing Special Rules will be able to keep the Special Rules if the To Hit Attack had 3 or more Degrees of Success.
Missiles with Vehicle Lock or Homing Special Rule are able to use Decoy Detection Logic. Decoy Flares, Smoke, and other equipment 15 cR
Decoy Detection Logic used to deter Missiles from striking the correct Target have a 50% chance of failing if the Missile rolled successfully To Hit. This means
that if the Decoy Detection Logic is successful, the Missiles will strike the Target successfully.
The Radar Defense Seeker allows a Missile to target other Missiles and Rockets without Penalty To Hit for Size or speed traveled. This 15 cR
allows the Missile to be fired using a Delayed Action to Target and attempt to shoot another Missile out of the air at no Penalties. If the
To Hit is successful, the Missile will be intercepted before it reaches its Target, though both Missiles will detonate. The GM may use
Radar Defense System
custom Scatter at (X)D10 Meters to see where it detonates, where (X) is 2 if the Missile was fired at Close Range, 3 if in Optimal Range,
7 if Long Range, and 12 if Extreme Range. The Missiles cannot scatter and detonate past either Character who fired the Missiles and
cannot Scatter away from its intended target or from the direction it came from. This roll is to see who is closer to the detonation.
The Missile is fitted with a passive radar seeker designed to fool anti-Missile systems. This System gives the Missile a 25% chance to 40 cR
Air Suppression System
not be detected by Missile Defense Systems of any kind.

14
AMMUNITION PURCHASING CHART
AMMUNITION COST PER 100 ROUNDS AMMUNITION COST PER 100 ROUNDS
Rivet 5 cR 20mm 30 cR
Bolt 5 cR 24mm 25 cR
12.7x40mm 10 cR 30mm 25 cR
11.4x23mm 10 cR 35mm 60 cR
9x21mm 5 cR 40mm 45 cR
6.19x97mm 10 cR 12 Gauge Shell 5 cR
5.56x45mm 10 cR 8 Gauge Shell 10 cR
8.19x51mm 10 cR 2 Gauge Shell 40 cR
7.62x45mm 10 cR 40mm Grenade 255 cR
9.5x40mm 10 cR 84mm Rocket 385 cR
9x19mm 5 cR VS Rocket 460 cR
5.8x33mm 5 cR VS Pod Rocket 270 cR
5.8x42mm 10 cR VS Missile 335 cR
11.4x23mm 10 cR VS Guided Missile 595 cR
8.19x51mm 10 cR VS Grenade Shell 355 cR
6.19x97mm 10 cR VS Multi-Warhead 230 cR
7.8x51mm 10 cR Destruction Missile 1,200 cR
14.5x114mm 20 cR 350cm Shell 1,095 cR
8.61x93mm 15 cR Tank 15 cR per Tank
10.4x83mm 15 cR Heavy Tank 25 cR per Tank
7.62x51mm 10 cR

INFANTRY ARMOR
ARMOR MASS PRICE ARMOR RATING SPECIAL CAPABILITY
Standard Battle 11.9 kg 38 cR HEAD ARMS CHEST LEGS --
Uniform 17 18 19 18
11.2 kg 65 cR HEAD ARMS CHEST LEGS A sealed suit that holds 60 minutes of breathable oxygen.
Vacuum Armor
16 17 17 17
19.7 kg 50 cR HEAD ARMS CHEST LEGS A small, powered lining across the legs and lower back, giving the
Mobility Armor
16 17 18 17 Character a +10 Bonus to their Agility Characteristic.
Passive Camouflage 19.7 kg 77 cR HEAD ARMS CHEST LEGS Specialized passive-Camouflage Armor that gives the User +20 to
Armor 16 17 18 17 Camouflage Tests and sneaking-based Athletics Tests.
29.0 kg 60 cR HEAD ARMS CHEST LEGS The Armor is Bulky, giving the Character a -10 Penalty to their
EOD Armor
17 18 19 17 Agility Characteristic. Ignores Kill Radius from explosives.
Heavy Battle 18.9 kg 40 cR HEAD ARMS CHEST LEGS -10 Penalty to Evasion Tests.
Uniform 19 20 21 19
Superheavy Battle 24.9 kg 50 cR HEAD ARMS CHEST LEGS The Armor is Bulky, giving the Character a -10 Penalty to their
Uniform 21 19 25 19 Agility Characteristic and a further -10 Penalty to Evasion Tests.
Advanced Battle 13.1 kg 110 cR HEAD ARMS CHEST LEGS Advanced and technically lightweight Armor that is given to Spec-
Uniform 19 18 22 19 Ops and higher-ranking officials in NEVEC.
Heavy Advanced 19.4 kg 214 cR HEAD ARMS CHEST LEGS Advanced Armor that is given to Spec-Ops and higher-ranking
Battle Uniform 20 20 24 20 officials in NEVEC. -10 Penalty to Evasion Tests.
Superheavy 26.2 kg 326 cR HEAD ARMS CHEST LEGS Advanced Armor that is given to Spec-Ops and higher-ranking
Advanced Battle 22 22 26 21 officials in NEVEC. -10 Penalty to Evasion Tests and -10 Penalty to
Uniform Agility Characteristic.

15
EQUIPMENT AND ATTACHMENTS
WEAPON RAIL MOUNTS
WEAPON TYPE RAILS AVAILABLE INFORMATION
Pistol, SMG Upper
Rifle, Carbine, Light Machine Gun, Shotgun Upper, Lower, Left or Right Side These rules exist to help fill the blanks for weapons you
may not have information on for its rails. Only use these
Sniper Rifle, Railgun Upper, Lower
Weapon Rail Mounts if you do not know the available rails
Machine Gun, Heavy Machine Gun Upper, Left and Right Side
on your weapon of choice.
Grenade Launcher, Rocket Launcher, Missile Launcher Left or Right Side
Chemical Sprayers cannot gain To Hit or Aim
Chemical Sprayer Lower Action Benefits from Optics, Scopes, or Sights.
Vehicle Weapon Upper

OPTICS, SCOPES, SIGHTS


EQUIPMENT BENEFITS TYPE MOUNT WEIGHT CR
1x holographic scope. Takes up minimal space on the Rail it is mounted to, allowing Optic Upper 0.1 10
Holoscope
for another item to be mounted, such as a Laser, without taking Aiming Penalties.
[U] Red Dot Sight 1x sight. Allows for a Laser to be attached to it without adding Aiming Penalties. Optic Upper 0.1 10
2x Scope 2x Scope. Optic Upper 0.1 4
3x Scope 3x Scope. Optic Upper 0.1 6
4x Scope 4x Scope. Optic Upper 0.2 8
5x Scope 5x Scope Optic Upper 0.2 10
6x Scope 6x Scope Optic Upper 0.3 12
S-C 8x Scope 8x Scope. Sniper Optic Upper 0.4 14
S-C 9x Scope 9x Scope Sniper Optic Upper 0.5 16
S-C 10x Scope 10x Scope. Sniper Optic Upper 0.5 18
S-C 12x Scope 12x Scope. Sniper Optic Upper 0.6 20
S-C 14x Scope 14x Scope Sniper Optic Upper 0.6 24
S-C 16x Scope 16x Scope. Sniper Optic Upper 0.7 28
Red Dot Modular 1x/3x Modular Scope. Optic Upper 0.2 8
2x/4x Scope 2x/4x Modular Scope. Optic Upper 0.3 12
3x/5x Scope 3x/5x Modular Scope. Optic Upper 0.4 16
4x/6x Scope 4x/6x Modular Scope. Optic Upper 0.6 20
5x/10x Scope 5x/10x Modular Scope Optic Upper 0.7 30
Mod Scope V1 3x/6x/9x modular scope. Sniper Optic Upper 1.0 36
Mod Scope V2 4x/8x/12x modular scope. Sniper Optic Upper 1.2 48
Mod Scope V3 5x/10x/15x modular scope. Sniper Optic Upper 1.4 60
Any Scope can be given Night Vision. Night Vision allows the Character to reduce Penalties from Darkness by 40 +0.1 (X)
and Low-Light Penalties by 10 when making Aim Actions. However, Night Vision cannot be used during the day
and will triple any Penalties from Bright and Blinding lights and will take a -20 Penalty to their Perception,
Night Vision
Warfare Range, and Warfare Melee for 3D5 Turns after being removed or deactivated.
The base Night Vision costs 20 cR. A Toggleable Night Vision Modifier may be purchased for 40 cR and
takes a Half Action to turn on the Night Vision. Cannot be used with Thermal, Infrared Imaging, or Flashlights.
Any Scope can be given Thermal Imaging. Thermal Imaging allows the Character a few benefits while making +0.2 (X)
Aim Actions with the Scope. These benefits include allowing the Character to see any Infrared Lasers, to reduce
Penalties from Darkness by 30 and Low-Light Penalties by 10, and reduces any Character’s Opposed Camouflage
Test Degrees of Success against the User by 2, to a minimum of 1. Thermal Imaging does not work properly
while outdoors during the day. Due to the sun heating surfaces, Thermal Imaging cannot give any Bonuses or
Thermal Imaging affect Opposed Camouflage Tests and will cause a -10 Penalty To Hit and to Perception while in Close Range of
the Target. Thermal Imaging allows the Character to treat Pitch Black Lighting as regular Darkness. Thermal
Imaging Scopes cannot see through Windows and other forms of glass.
The Base Thermal Imaging costs 20 cR. A Toggleable Thermal Imaging Modifier may be purchased for
40 cR and takes a Half Action to turn off and a Full Action to turn on. Cannot be used with Night Vision, Infrared
Imaging, or Flashlights.
Any Scope can be given Infrared Imaging. Infrared equipment allow the Character to see any Infrared Lasers, to +0.2 (X)
reduce Penalties from Darkness and Low-Light by 20, and reduces any Character’s Opposed Camouflage Test
Degrees of Success against the User by 2, to a minimum of 1. Infrared Scopes can be used during the day without
Infrared Imaging any Penalties.
The basic Infrared Imaging Modifier costs 20 cR. A Togglable Infrared Imaging Modifier may be
purchased for 40 cR and takes a Half Action to turn off and a Full Action to turn on. Cannot be taken with Night
Vision, Thermal Imaging, or Flashlights.

16
RAILS
EQUIPMENT BENEFITS TYPE MOUNT RESTRICTION WEIGHT CR
An Angled Grip is added to the bottom rail in front of the weapon, giving a Brace Lower None 0.4 15
[U] Angled Grip +5 Bonus To Hit.
A bayonet with the stats of the UNSC Machete. Gives +1 Melee Reach. Underslung Any None 1.7 25
[U] Bayonet Counts as having Slow Special Rule when used. weapon
Deployed and undeployed as a Half Action. Any Attacks made with the Brace Lower [TH] and [HW] 1.4 12
weapon will count as being Braced as long as it is resting against a surface Weapons
and the weapon isn’t being moved.
[U] Bipod While deployed, if the weapon is not resting against a surface, a
-5 Penalty To Hit is gained from the weight of the bipod/tripod, even if the
weapon is being Braced by the user.
Deployed and undeployed as a Full Action. As long as the Tripod is resting Brace Lower Sniper Rifles, 5.4 18
against a surface and the weapon is not being moved, all Attacks made have Machine Guns,
a +5 Bonus To Hit and the weapon is considered Braced. Tripods can also Explosive
be detached and reattached as a Half Action, keeping the Tripod deployed
Launchers
[U] Tripod in-place until needed, again.
If the user attempts to move with the weapon with the Tripod
still deployed, the Character’s Movement Action distances are halved. If the
weapon is being moved or not being braced with the Tripod deployed, all
Attacks with it are at a -30 Penalty To Hit.
Lowers any Darkness Penalties by 30, while also lowering Low-Light Flashlight Any None 0.1 10
[U] Flashlight Penalties by 15.
-20 to Aim Actions if mounted on Top Rail.
Gives a +5 Bonus To Hit when not using Aim Actions, while also giving the Aiming Any None 0.1 10
Opponent being aimed at a +5 Bonus to Evasion from attacks made with Module
[U] Laser Aiming
this weapon. The Opponent only gains this Evasion Bonus if they notice the
Module laser.
-20 to Aim Actions if mounted on Top Rail.
Lowers any Darkness Penalties by 40, while also lowering Low-Light Flashlight Any None 0.2 15
Penalties by 10. When in Darkness, Opponents gain a -20 Penalty To Hit and
[U] Tactical
a -30 Penalty to Visual Perception Tests. When in Low-Light, Opponents
Flashlight gain a -10 Penalty To Hit and a -15 Penalty to Visual Perception Tests.
-20 to Aim Actions if mounted on Top Rail.
When making Attacks while using Aim Actions, the Horizontal Grip will give Forward Lower None 0.5 20
[U] Horizontal
the User +1 to the amount of Attacks they can make in a Turn that gains the Brace
Foregrip benefit of an Aim Action.
[U] Vertical When making any Charge or Run Movements, the Penalty gained To Hit is Forward Lower, None 0.6 15
Foregrip lessened by 10. Brace Side
When used with [HW] Heavy Weapons while taking no Move Actions, the Forward Lower None 0.9 30
Penalty To Hit is reduced by 5 and the weapon cannot be dropped by firing Brace
Heavy Foregrip when using two hands. When used on a weapon without the [HW] tag, any
To Hit Penalties gained from Charge or Run Movement Penalties for are
reduced by 10.
When used while rested or hooked on a surface such as the ground or a Forward Lower Rifle, Carbine, 1.2 30
wall, this weapon will be considered Braced. Brace Pistol, PDW,
Bipod Foregrip
When used without being Braced, any To Hit Penalties from Full Machine Guns
Action and Charge Action movement is reduced by 5.
When making Attacks while not taking any Movement or Aim Actions Rear Brace Lower, Rifle, Carbine, 0.8 30
[U] Handstop during the Turn, the Character gains a +5 To Hit for their first Attack made Side Pistol, PDW,
Foregrip in the Round. Machine Guns
An Ammo Counter that tracks how many rounds are in the weapon. Can be Misc. Upper None 0.3 5
Ammo Counter manually programmed to know how many magazines you’re holding. The
Ammo Counter also has an electronic compass built-in.
A small 45-degree offset Rail mount is added to the top of the weapon for Modification Upper Rifle, Carbine, 0.1 15
the use of a secondary Ironsight, Optic, Aiming Module, or Flashlight. The Pistol, PDW,
new rail is diagonally facing, allowing for one extra non-intrusive Machine Guns
[U] Canted Irons attachment.
When using a secondary scope or Ironsight on this new rail, the
weapon must be held diagonally to use. This rail cannot be used with Sniper
Optics.
Gives a +5 Bonus To Hit when not using Aim Actions when using VISR, Aiming Any VISR, Thermal, 0.1 15
Infrared, and Thermal equipment. This also gives the Opponent being Module and Infrared
Infrared Aiming
aimed at a +5 Bonus to Evasion from attacks made with this weapon if the equipment
Module Opponent has VISR, Thermal, or Infrared equipment to see the laser.
-20 to Aim Actions if mounted on Top Rail.

17
WEAPON CONVERSION MODIFICATIONS
EQUIPMENT BENEFITS TYPE RESTRICTION WEIGHT CR
Weapons that take normal magazines can be modified to be belt-fed weapons. Modification Any Ranged (X) (X)
The MAG of the weapon becomes that of the belt being used with it, and the Weapon that
Reload becomes 15. uses standard
Belt-Fed
The Weight of the weapon is increased by 25% and the cost is 60 cR. bullet
Conversion
However, a second option can be taken that allows the weapon to also use ammunition.
standard magazines, still. This increases the weapon’s weight by 50% and the
cost is 100 cR.
Replaces the rear of the weapon with a Collapsing or Foldable stock. The Modification Must have N/A 15
weapon can be folded into a smaller package. Allows [HW] weapons to be Stock,
Collapsible/
Concealed as [TH] Weapons, [TH] weapons to be Concealed as [OH] weapons, No Heavy
Folding Stock
and [OH] weapons to be Concealed as [DW] weapons. Gives [DW] weapons an Weapons
extra +10 to Camouflage and Concealing.
Adds an attachment system that lets the user install a Heavy or Light Stock to Aim Pistols 0.3 5
Pistol Stock the Pistol. Does not come with a Stock. When used, causes [DW] weapons to
Adapter be concealed as [OH] Weapons and [OH] Weapons to be concealed as [TH]
weapons.
Heavy Stock will reduce the amount of Meters a Player can move before an Aim Rifle, Carbine, 1.9 20
Aim Action is lost by 2 Meters. However, the Heavy Stock doubles the amount PDW, Machine
[U] Heavy Stock Guns, Shotguns
of Meters an Enemy must move before the User loses their Aim Action
benefits.
Light Stock allows the Character to move up to their Full Action and still keep Aim Rifle, Carbine, (X) 25
their Aim Action active. However, this reduces the amount of Meters an PDW, Machine
[U] Light Stock Enemy must move before the User loses their Aim Action benefits by 2 Meters, Guns, Shotguns
to a minimum of 1. Reduces the Weapon’s Weight by 0.1 KG or weighs 0.2 KG
if the weapon didn’t have a Stock.
The Micro Stock reduces the Weapon’s Weight by 15%, which is figured before Aim Rifle, Carbine, (X) 20
any other Modifications that modify the Weapon’s Weight. Allows [HW] PDW, Machine
weapons to be Concealed as [TH] Weapons, [TH] weapons to be Concealed as Guns, Shotguns
Micro Stock [OH] weapons, and [OH] weapons to be Concealed as [DW] weapons. Gives
[DW] weapons an extra +10 to Camouflage and Concealing.
This also allows the Character to move up to their Full Action and
still keep their Aim Action active. However, the Weapon gains a -10 To Hit.
Lightweight Halves the weapon’s weight by removing plating and installing lighter pieces. Modification None N/A 20
Weaponry Kit Halves the weapons Break Points and Weight.
The user modifies the shotgun to fire as Automatic instead of Pump Action. Modification Shotgun 0.1 (X)
This cost double the cR of the Shotgun to perform.
The weapon’s Rate of Fire becomes Automatic (X), where (X) is the
Shotgun
original Pump Action Rate of Fire multiplied by 2, and then an extra +1 added
Automatic
after. For example, a weapon with Pump Action (2) becomes Automatic (5).
Conversion
Weapons that gain the Automatic Conversion gain the general Rifle
Reload Time, instead of Pump Action. This also replaces the Shotgun’s ammo
feed with a Magazine of the same base Ammunition count.
The weapon is given a camouflage of the user’s choice. Can be traded in Modification None N/A 15
Weapon without cost between missions. Gives a +20 Camouflage when attempting to
Camouflage hide the Weapon. When used alongside a User wearing a Ghillie Suit, Heavy
and Two-Handed Weapons are hidden alongside them.
Weaponry can get a Ghillie Cover, which gives the weapon a +20 to Modification None 1.1 20
Weapon Ghillie Camouflage, meaning that an Opponent trying to spot it in the proper
Cover Camouflage and background, will have a -20 Penalty to spot it. This does not
stack with bonuses given from Weapon Camouflage.
Replaces the pistol grip with a Palm Shelf grip. This weighted Grip allows a Modification Rifle, Carbine, 0.7 35
Palm Shelf Pistol Character to keep their Aim Action after taking Damage from ranged weapons Pistol, PDW,
Grip that do less than 20 Damage after Damage Resistance is figured. Machine Guns,
Shotguns
Installs a flared Magwell to the weapon to assist in faster reloading. Reduces Modification Rifle, Carbine, 0.2 33
[U] Flared the weapon's base Reload by 1 by creating a flared opening that allows for Pistol, PDW,
Magwell easy magazine loading. Cannot be used with weapons that have Single Machine Guns,
Shotguns
Loading.

18
AMMUNITION ATTACHMENTS
EQUIPMENT BENEFITS TYPE RESTRICTION WEIGHT CR
A Loop that holds up to six Shotgun Shells, allowing the Character to use a Misc. Shotguns 0.1 10
Bullet Loop Reaction to reload one extra Shell in a Round. Cannot be used with the Micro
Stock.
A Drum Magazine that offers triple the ammunition in the weapon’s Magazine Weapons that use (X) (X)
Magazine. Any weapon’s Magazine is tripled, increasing the weapon’s weight Magazines and
Drum Magazine
by 0.05 KG per round, multiplied by 2, in the original Magazine. The price is Clips
1/4th the rounds in the Magazine in cR.
Two linked Magazines at opposing ends. The Magazines each empty as usual, Magazine Weapons that use (X) (X)
but when reloading from one of the linked Magazines to another lower the Magazines and
Dual-Sided weapon’s Base Reload Time by -2. The price is 1/3rd the cost of how many Clips
Magazine rounds are in the Dual-Sided Magazine in cR.
Due to the longer Magazine size, firing the weapon Prone gives a -
5 Penalty To Hit.
The belt of any belt-fed weapon is doubled in size. This increases the weight Magazine Belt-Fed Weapons (X) (X)
Extended Belt of the weapon by 0.05 KG per round in the belt. The price is 1/4th the rounds
in the new sized Belt.
Extended Magazine that offers double the weapon’s ammunition. This Magazine Weapons that use (X) (X)
increases the weapon’s weight by 0.05 KG per round in the original Magazines and
Extended
Magazine. The price is 1/4th the rounds in the Magazine in cR. Clips
Magazine
Due to the larger Magazine size, firing the weapon Prone gives a -
5 Penalty To Hit.
A reduced-capacity magazine that halves the weapon’s Magazine count. This Magazine Weapons that use (X) (X)
Reduced-Capacity reduces the weapon’s weight by 0.02 KG per each round less than the original Magazines and
Magazine magazine and reduces the weapon’s Reload Time by 2, to a minimum of 1. Clips
The price is 1/4th the rounds in the Magazine in cR, to a minimum of 2.

BARREL ATTACHMENTS AND MODIFICATIONS


EQUIPMENT BENEFITS TYPE MOUNT RESTRICTION WEIGHT CR
The weapon has an extended barrel that increases the weapon’s Long Modification Barrel Rifle, Pistol, (X) 40
Range by 10% and increases Pierce by 2. The length of the weapon is PDW, LMG,
Extended barrel increased, and the weapon’s base weight is increased by 15%, or 30% of MG, HMG
the weapon’s weight if combined with Heavy Barrel.
Gives a -20 Penalty for concealing the weapon.
Flash Gives a -20 Penalty to Visual Perception to anyone that could see the Suppressor Barrel None 0.1 20
Suppressor weapon fire by suppressing the weapon’s flash.
The weapon’s heavier barrel decreases the amount of kickback the user Modification Barrel Any Ranged (X) 40
receives when firing. The Heavy Barrel adds (X) kg, which is 15% of the Weapon
weapon’s base weight, or 30% of the weapon’s base weight, if combined
Heavy Barrel with Extended Barrel.
When making a Move Action, the User reduces the To Hit
Penalties by 10. For example, a Full Action Move will only be at a -10
Penalty To Hit.
Reduces the recoil of a weapon when firing but increases the ability to spot Muzzle Barrel None 0.2 25
the weapon firing. When fired while unbraced, the Muzzle Brake gives the
Muzzle Brake Character a +10 Bonus to Strength Tests as to not drop the weapon.
All Opponents within range to see the weapon fire or hear it gain
a +10 Bonus to Perception to spot the weapon firing.
Halves the weapon’s barrel length and removes extensions that give Modification Barrel Any Ranged (X) 0
accuracy for better concealment. Reduces the range and weight by 50% Weapon
Sawed-Off and gives a -10 Penalty To Hit. Weapons with the [TH] tag can be concealed
Barrel as [OH] weapons. When used with the Collapsible/Folding Stock, this
weapon gains a +20 Bonus to Concealing.
Cannot be stacked with other Barrel Modifications.
Heavily reduces weapon’s barrel length to give better concealment. Modification Barrel Any Ranged (X) 40
Reduces the weight and range by 25%. Weapons with the [TH] tag can be Weapon
Short Barrel concealed as [OH] weapons. When used with Collapsible/Folding Stock or
is a [OH] or [DW] weapon, this weapon gains a +20 Bonus to Concealing.
Cannot be stacked with Extended Barrel Modification.
Sound Advanced Sound Suppressing System. Gives a -30 Penalty to Hearing Suppressor Barrel None 0.5 20
Dampener Perception Tests to anyone that could hear the weapon fire.

19
EQUIPMENT BENEFITS TYPE MOUNT RESTRICTION WEIGHT CR
Gives a -20 Penalty to Hearing Perception Tests to anyone attempting to Suppressor Barrel Not used with (X) 15
spot or find the weapon’s User. Increases weapon’s Range by 10% and High or Hyper-
Sound Velocity Ammo
gives a +1 to Pierce. Increases the weapon’s weight by 25% and cannot
Suppressor
have its Aim Action time reduced by Abilities or Equipment.
Cannot work with HV and HYV ammo variants.
The Rifled Barrel is a replacement barrel for any shotgun. This Rifled Barrel, Barrel Shotguns -- 50
Rifled Barrel
when used with Slugs, will increase the Close Range by 25%.
The HP Choke offers a high-precision Full Choke. Shells with Spread Special Barrel Shotguns 0.6 40
HP Choke Rule lose the +10 Bonus To Hit, but the weapon’s Close Range is increased
by 50%. Using this Choke with any type of Slug Shell will destroy the Choke.
The Long-Barreled Choke is a rifled extended choke. This Choke extends Barrel Shotguns 0.6 40
the Shotgun’s Close and Optimal Range by 25% only if the Shell being fired
Long-Barreled
still has the Spread Special Rule. Using the L-B Choke with any type of Slug
Choke
Shell will reduce the Close and Optimal Range to 10% due to breaking the
Choke.
The WST Reinforced Squeeze Choke offers maximized potential for range. Barrel Shotguns 0.7 60
Shells with the Spread Special Rule lose the +10 Bonus To Hit, but the
weapon’s Close Range and Optimal Range are increased by 50%. Using the
Reinforced
Reinforced Squeeze Choke with any type of Slug will destroy the weapon’s
Squeeze Choke
barrel and the Choke, rendering the weapon useless. Natural To Hit rolls
of 100 will deal damage to the Squeeze Choke. If this happens twice, the
Reinforced Squeeze Choke is destroyed.

GENERAL EQUIPMENT
EQUIPMENT BENEFITS WEIGHT COST
Polypropylene A Polypropylene Rope that is 10mm in Diameter, able to withstand 1,100 KG of force before breaking. Each Meter -- --
Rope is 1 kg and 2 cR.
Military-Grade earplugs that allow Characters to ignore any hearing-based Penalties given by Flashbangs or loud 0.1 1
Earplugs
noises. Gives a -40 Penalty to Hearing-based Perception Tests. Comes with 10 sets.
Whistle A small, yet loud whistle. 0.2 4
Field Rations A package of 10 cans, each filled with food that have a 6-year shelf life. Each can will feed a Character for a day. 2.5 2
Signal Flare: A bright flare that is activated by snapping the top off. Flame (1D5) when held against someone. Can be seem up 1 5
Bright to 2KM away and lasts for 10 Rounds. Can be used in any weather condition and works underwater.
Signal Flare: 1 5
A smoke-based signal flare activated by snapping the top off. Can be seen from 6 KM away and lasts 10 Rounds.
Smoke
Military prepackaged foods that have a shelf life of 10 years. One meal is enough to feed a Character. Comes with 0.2 1
MRE
5 Meals.
Camping Stool A stool for sitting. Has multiple size settings for comfort. 1.1 3
Portable Wind 24.1 80
A wind-powered generator that can power small equipment, such as phones and beacons.
Generator
Duct Tape Common Duct Tape, water-proof. 0.3 2
Used to bind a Character's hands or ankles. To escape, a Character must roll a -60 Security Test or a -70 Strength 1.4 12
Handcuffs
Test. The Handcuffs have an Armor Rating of 14 and 50 Break Points.
A set of personal health and cleanliness items, such as toothpaste, lotion, brushes, anti-perspirant, soap, and 3 6
Hygiene Set
shampoo.
Cigarette Pack A tobacco product. Each pack has 10 cigarettes. 0.1 1
Vacuum 1.2 20
A strong sticky substance used to patch rips and tears in vacuum-sealed suits and equipment. Contains 5 uses per
Adhesive
tube and takes 1 Round to dry once applied.
Sealant
A powerful grappling hook with potent gripping strength. The Grappling Hook will bring the User to heavier 2.0 90
objects, while Users will pull lighter objects to them. It takes a Half Action to use the Grappling Hook and the Hook
can travel 20 Meters out. The speed at which the Grappling Hook can pull objects is (X), where (X) is 10 Meters
per Half Action. (X) can be increased by the Character’s Strength Modifier and Mythic Strength, or Agility Modifier
Grappling Hook and Mythic Agility if the User is being pulled. This cannot be used alongside any other Movement Action except
for Jump, Leap, Swim, and Climb Action.
To break free of the Grappling Hook, the Character must make a -40 Strength Test at a Half Action. The
Grappleshot may be used alongside a single Charge Melee Action that doubles the distance moved when figuring
Pierce from the Charge Attack.

20
EQUIPMENT BENEFITS WEIGHT COST
The Thermal Energy Scanner (T-Scan) is able to detect levels of Thermal Energy up to 50 meters away from the 1.2 43
User in the pointed direction. This allows the User to detect the following Thermal Codes as an Extended 2 Full
Actions:
• N: No Thermal Energy
Thermal Energy
• A: Akrid Identification (Akrids are the majority of the source of Thermal Energy)
Scanner
• L: Light Thermal Readings (10-200)
• M: Moderate Thermal Reading (200-500)
• H: High Thermal Reading (500-1,000)
• S: Super High Thermal Reading (1,000+)
A Thermal Post is a “T-Post” that is placed into the ground as an Extended 4 Full Actions and used to extract 3.7 100
Thermal Energy. For each Turn the T-Post is in the ground that has adequate Thermal Energy veins, it will draw in
Thermal Post 5D10 Thermal Energy. A localized Thermal Vein will have 100 Thermal Energy in areas will very little Thermal
Energy, while abundant locations will have up to 1,000 Thermal Energy in a local vein. It is up to the GM to decide
how much the local Thermal Vein has. Thermal Posts can be reused.
A motion tracking and radar sensor system that allows the User to know incoming or nearby enemies, allies, and 1.9 66
large moving objects in an 18 meter radius. The Radar Unit will only be able to detect allied Characters and
Radar Unit Vehicles as friendly. Anything else will be displayed as Neutral until marked otherwise. Marking a Character or
object as Friendly, Neutral, or Enemy is a Free Action that can only be done once per Half Action.
Objects on the radar will only update for the User at the beginning of their Turn.

HELMET AND FACE EQUIPMENT


EQUIPMENT BENEFITS WEIGHT COST
Polarized Halves all bright-light based visual Penalties. 0.6 30
Goggles
Allows user to breathe in toxic environments. Comes with 5 disposable filters, each can last 24 hours. Filters cost 1.4 20
Gas Mask
5 cR each.
Helmet Recorder Records any instance that the soldier sees. Stores 200 hours of high-quality footage and features a 4x zoom. 0.3 15
Balaclava Face mask for warmth and face protection from harsh environments. 0.2 1
Binoculars A set of common binoculars that can scale between x1 to x15 Zoom. 2.2 5
Electronic An electronic binocular set that have six zoom functions, x2, x3, x4, x6, x12, and x20. 2.4 10
Binoculars
Give the character ability to see Infrared, allowing them to see heat signatures and infrared devices such as 0.5 20
Infrared Goggles
lasers. Gives a +15 Bonus to Opposing an Opponent's Camouflage Test. Halves all Penalties from Darkness.
IR Lamp and IR Lamp and Laser is an eyepiece that creates an IR-trackable laser that points towards where the Character's 0.2 5
Laser eye is looking.
Sun Goggles Reduces bright-light based visual Penalties by 20. 0.2 2
Night Vision Lowers Darkness Penalties by 50 and Lowlight Penalties by 5. 0.9 25
Device
Standard Eye Standard glasses and goggles that protect the user from harsh winds, debris, and cold weather. 0.1 1
Protection Wear
Headlamp A light that can be worn on the head. Lowers Darkness Penalties by 30, and Lowlight Penalties by 10. 0.2 4
Ballistic Mask An armored mask that protects the Character's face with an Armor Rating of 10. 1 35
A radar that is placed on the rear of a helmet that scans for movement from up to 20 Meters out. Will warn User 0.4 45
Helmet Radar
with a ping noise.

21
SPECIALIZED CLOTHING
EQUIPMENT BENEFITS WEIGHT COST
The Ghillie Cloak offers a +20 Bonus to Camouflage when used in matching surroundings. The Ghillie Cloak does 2.7 16
not offer Camouflage to any large weapon, like launchers, sniper rifles, or machine guns. The Ghillie Cloak covers
Ghillie Cloak
the body from head to toe. It takes 7 Full Actions to equip or remove the cloak. The Ghillie Cloak overrides any
worn Camouflage underneath it.
Fire Resistance A fire-resistant one-piece suit. Halves both Penalties and Damage from Fire. Takes 20 Rounds to equip or remove. 4.1 25
Dressing
Weather A cold-resistant one-piece suit. Halves both Penalties and Fatigue from Extreme Heat and Extreme Cold. Takes 4.1 25
Resistance 20 Rounds to equip or remove.
Dressing
The PTX Boost Boots are boots that integrate into their Armor, allowing the User to quickly boost as a Half Action. 3.6 85
PTX Boost Boots
Using this costs 30 T-Eng.

PROTECTION
EQUIPMENT BENEFITS WEIGHT COST
A blanket lined with anti-ballistic plating that may be hung up or draped. Able to cover two Characters 10.1 30
Ballistics Blanket
completely and has an Armor Rating of 12 and 70 Break Points.
Large-scale anti-ballistics shield that acts as cover for the Character. The Shield is a foldable unit that can be 20.4 55
Deployable Anti-
placed on the ground, locked into place, and then deployed. When deployed, the Shield is 2 Meters tall and can
Ballistics Shield
protect two Characters, fully, at a time. The Shield has an Armor Rating of 25 and 250 Break Points.

AERIAL GEAR
EQUIPMENT BENEFITS WEIGHT COST
A Parachute that is able to hold up to 160 KG in weight. Characters using the Parachute at or under the weight 8 12
[U] Parachute limit can take no Damage from the fall. If over this limit, Parachutes only halve Fall Damage.
If at or over double the weight, the Parachute is useless.
A Parachute that is able to hold up to 220 KG in weight. Characters using the Parachute at or under the weight 14 20
[U] Heavy
limit can take no Damage from the fall. If over this limit, Parachutes only halve Fall Damage.
Parachute
If at or over double the weight, the Parachute is useless.
A Parachute that is able to hold up to 1,600 KG in weight. Characters using the Parachute at or under the 28 100
Cargo Parachute weight limit can take no Damage from the fall. If over this limit, Parachutes only halve Fall Damage.
If at or over double the weight, the Parachute is useless.

22
CARRYING DEVICES
EQUIPMENT BENEFITS WEIGHT COST
[U] Pouch Ammunition pouch. Carries 3 standard size Magazines or Grenades, or the size equivalent. 0.5 2
[U] Hard Case Armored ammunition pouch. Carries 3 standard size Magazines or Grenades, or size equivalent. Has an Armor 1.4 13
Pouch Rating of 12 that does not stack with the Armor on the Character if struck.
[U] Blastproof Blast-proof casing for electronic devices. 16 Armor Rating and 40 Breakpoints. 0.2 10
Clear Casing
A briefcase-like armored carrying device. Capable of carrying up to 14 Magazines, Grenades, and Clips, or 4.2 9
[U] Hard Case anything of equivalent size. The Hard Case has 50 Breakpoints and an Armor Rating of 12 that does not stack
with the Armor on the Character if struck.
[U] M/LBE Hard Blast-Proof backpack. 16 Armor. Carries 12 magazines or Grenades, or the size equivalent. 2 30
Case
[U] Medical A Medical extension to the M/LBE Hard Case. Can hold up to two Medical Kits, 10 Medical Canisters, and 10 sets 0.9 10
Rucksack of medication of the Player’s choice.
Soft bagged Carrying Device similar to a briefcase or backpack. Carries 24 Magazines or Grenades, or the size 0.5 2
[U] Softcase
equivalent.
[U] Tactical Hard A pouch-like armored carrying device. The Tactical Hard Case has an Armor Rating of 11. Capable of carrying up 1.3 10
Case to 6 Magazines, Grenades, and Clips, or anything of equivalent size.
[U] Tactical Soft bagged carrying pouch. Carries 7 Magazines or Grenades, or size equivalent. 0.3 3
Softcase
[U] Utility Holds 6 Hard Cases, Tactical Softcases, Tactical holsters, pouches, and casings to the Character’s body if they’re 0.4 8
Webbing not wearing Armor. If worn with Armor, use the Utility Webbing Permutation.
[U] Ammunition A bandolier that is worn over armor/clothing that can hold up to 100 shotgun shells, 150 rifle and pistol Rounds, 0.5 10
Bandolier 50 Sniper Rounds, and 10 Grenades, railgun, and 40mm Grenades. Must choose ammunition type at purchase.
A small sling that is worn over Armor and clothing that can be used to add an extra Weapon Hardpoint to the 0.3 13
[U] Weapon Sling
Character. Any weapon being held in a Weapon Sling cannot be used with the Quick Draw Ability.
[U] Utility Rig Used to attach various equipment by clips. Can hold up to 10 KG. 0.2 10
A casing unit that can be purchased for any electronic device. Allows it to be used while having an Armor of 16 0.2 22
[U] Clear Casing
and 50 Break Points.
[U] Backpack Soft-bagged carrying device kept on the back. Carries 14 Units. 0.8 5
[U] Rucksack Soft-bagged carrying device with straps for carrying. Carries 25 Units. 1.4 15
[U] Deployment Foldable Soft-bagged carrying device that folds out into a 2-Meter-long device. Items can be strapped into 2.1 20
Bag various sections. Can carry 35 Units.
[U] Hydration A pack that holds 4 Liters of water, has 2-Meter-Long straw to drink on the move. 1.4 15
Pack
[U] Load Bearing A large-scale backpack that lets the Character carry 50 Units. 2.3 25
Equipment Pack

The following are examples of how many Units an item takes up. The GM has final say, as not everything can be accounted for, and
not all types of similar equipment and weaponry are the same size.
ITEM EQUIVELANT AMOUNT ITEM EQUIVELANT AMOUNT
Magazine 1 Unit Pistol 3 Units
10 8 Gauge Shells 1 Unit Rifle 8 Units
12 12 Gauge Shells 1 Unit Heavy Weapon 12 Units
Handheld Rocket, Missile 4 Units Article of Clothing 3 Units
250 Round Ammo Belt 4 Units Handheld Device 2 Units
Extended Ammo Belt 8 Units Laptop, Tablet 2 Units
Extended Magazine 2 Units Grenade 1 Unit
Drum Magazine 2 Units Small Rocket/Missile 9 Units

23
COMPUTING EQUIPMENT
EQUIPMENT BENEFITS WEIGHT COST
An armored radio unit carried by a backpack or other large carrying device. Can send audio and limited 5 25
Radio Backpack
files up to 20 Kilometers. Armored, giving it 12 Armor and 40 Break Points.
Ear Comms A small ear-held communication device that can send an audio signal up to 2 Kilometers. 0.1 12
A powerful, high-capacity line of sight radio unit that can send audio and files through a portable 4.2 30
HCLOS Radio Unit antenna. Information can be sent up to 160 Kilometers in clear conditions. Harsh conditions will halve
distance.
A small ground tracking antenna that transmits a secure signal with current GPS location and a limited 0.9 22
NAV Marker Transmitter
20-character message. Transmits up to 12 Kilometers.
Portable device the size of a small button that will transmit a hazard or emergency signal. Transmits the 0.1 18
Panic Button
signal with a limited 10-character message. Sends transmission up to 3 Kilometers.
Emergency Location A portable antenna that sends an emergency beacon up to 30 Kilometers. Can send a limited 50- 2.4 40
Device character message alongside current GPS location.
A small detonator that can be synced up to Demolition and Satchel Charge explosives. Has a range of 0.4 20
Remote Detonation
up to 40 Meters. At the press of the button, or an input of a 6-digit chosen pin number, the synced
Device
explosives will detonate. Can also be used to set timed detonation of synced explosives.
Portable GPU location device that can track and share GPS locations with other GPS devices and 0.4 20
GPS Unit
computers. Can be used to track allied GPS units as long as it has a signal.
A video processor is a receiver that can be attacked to devices to send low-quality video signals to other 1 16
Video Processor
computers. Can capture up to 10 minutes of video and transmit it over small and weak signals.
Portable tablet that can be synced with GPS units to track locations and targets. Has 12 Armor and 45 1 25
Edge Device Tablet
Break Points.
Armored Personnel A military-issue laptop with all the capabilities of a modern laptop. Has 12 Armor and 50 Break Points. 6.3 100
Laptop

ELECTRONIC WARNING DEVICES AND JAMMERS


EQUIPMENT BENEFITS WEIGHT COST
An infrared countermeasure device that fires flak off that causes any infrared guidance weapons to 12.4 250
falter and only To Hit Attacks with (X) or more Degrees of Success will still hit the original Target. The
Infrared Flak Jammer, once activated, will begin with an (X) of 5. At the beginning of each Turn, (X) is
Infrared Flak Jammer reduced by 1, until it reaches 0. Infrared Flak Jammer comes with 3 uses and costs 50 cR to refill a use.
The Infrared Flak Jammer can be activated as a -10 Agility Reaction Test, if Successful, it will activate
before an Attack strikes. The Infrared Flak Jammer cannot be activated while (X) is above 2. If Activated
while (X) is 1 or 2, (X) gains +5.
Radio Frequency Jammer A man-sized antenna that jams selected radio frequencies up to a 400 Meter Radius of this radar device. 22 305
A man-sized antenna that jams selected GPS transmissions and guidance information up to a 300 Meter 22 290
GPS Jamming System
Radius of this radar device.
A unit that counters one of any Jammer systems (Infrared Flak Jammer excluded), chosen at purchase. 15.9 245
Anti-Jamming System
Must be within 55 Meters of the Jammer to work.
The Handheld Infrared Dazzler is a jamming system that hijacks infrared signals in an attempt to send 4.2 140
incoming Missiles and Rockets that have the Homing or Vehicle Lock Special Rule in a different direction.
Missiles and Rockets will Scatter from their intended target if the Dazzler was activated and the source
Handheld Infrared of the Missile or Rocket was within a 45 degree cone of the Dazzler and within 100 Meters. For every
Dazzler 25 Meters away the weapon fired is from the Dazzler, the Missile or Rocket will scatter 1D5 Meters.
The Handheld Dazzler’s internal battery can only stay activated for a total of 20 Turns before needing
recharged, which takes one day on an ample power source. The Handheld Infrared Dazzler can be
activated as a -10 Agility Reaction Test, if Successful, it will activate before an Attack strikes.
The Handheld Laser Finder is a detection tool that can detect if a Laser, Infrared Laser, or weapon with 3.7 80
the Vehicle Lock or Homing Special Rules are aiming towards the User. The Laser Finder will make a
Handheld Laser Finder
noise if the User is being targeted or even if a laser had pointed towards them for even a quick second.
The Handheld Laser Finder has a battery that lets it stay active for 5 hours.

24
SENSORS
EQUIPMENT BENEFITS WEIGHT COST
Buried Threats CDS A detection unit that can scan up to 2 Meters underground. Will detect explosive ordnance, improvised 3.1 52
Scanner explosive devices, mines, and any other buried/concealed threats.
A detection unit that uses radio frequencies to detect and track the possible locations of Sensors, 4.1 56
Radar Warning Receiver Radars, and Jamming equipment. When within the device's range, the Radar Warning Receiver will warn
the User.
Man-portable laser target designator system. Has a display camera, thermal imager, and laser spotter. 2.5 25
Target Designator Uses an electronic display or connects to computers with screens. Used to calculate coordinates of
Rangefinder locations up to 3,000 Meters away. Able to track, send, and receive GPS locations of targets and itself.
Gives a +10 Bonus To Hit for any Vehicle Lock and Homing Special Rule Missiles and Rockets.
A small laser designator that is able to mark units up to 500 Meters. Targets designated will give laser- 2.2 25
Laser Marker
guided attacks a +10 Bonus To Hit.
Movement Tracking A man-sized antenna that is able to track movement within 40 Meters of it. Able to send and receive 18.7 280
System GPS information of any targets within its range when spotting movement or large heat sources.
A small screen device that pulses a small signal which receives feedback based on nearby heartbeats. 1.5 35
The unit is able to track heartbeats through crowds and even thick walls and uses x-rays to perform this
Heartbeat Sensor
action. Tracks heartbeats up to 10 Meters away and will send out a notification if a heartbeat has been
sensed within its range.
Through-Wall Movement A 2x1 Meter pad that is set up against a wall. Any movement on the other side of the wall will be sensed 4.9 120
Detection and a notification will be sent to the user. Able to sense movement 5 Meters out.
Small camera system that scans for heat and can send a visual display to a computer. Able to show body 1.2 50
[U] Heat Detection
heat and track Camouflaged personnel within 25 Meters of the camera. Able to send a notification to
System
devices when sources are detected.
Handheld device that is able to track used Radio Frequencies, alongside a frequency strength reader 1.5 63
[U] Radio Wave Sensor that displays how strong the signal is in your current location. Able to alert the user when readable or
even protected frequencies are found.
A detection system that can track seismic activity. Able to detect small enough movement to register 2 15
[U] Seismic Detector
walking movement within 5 Meters of the device, or even far-off explosives.
A small computing scanner that detects and gives information on chemical and radioactive materials, 0.7 15
CBRN Detection Unit
or any other airborne or grounded contaminant.
The Mine Detector is able to detect working explosives up to 5 Meters away. Tells the direction, 2.7 45
Mine Detector
distance, and depth of the detected item.
The Metal Detector is able to detect metals up to 6 Meters away. Tells the direction, distance, and 2.7 35
[U] Metal Detector
depth, as well as the type of Metal that was found.
A radioactive scanner that is able to detect the amount of dangerous radiation in the area. 1.8 26
Geiger Counter
Will give off warnings when radiation levels are becoming damaging or fatal.

SHELTER
EQUIPMENT BENEFITS WEIGHT COST
[U] Two-Man Tent Weather-proof tent that fits two people. When staked down, tent can resist up to 80 KP/H Winds. 1.8 8
[U] Group Tent Weather-proof tent that fits five people. When staked down, tent can resist up to 80 KP/H Winds. 4 18
[U] Large Tent Weather-proof tent that fits ten people. When staked down, tent can resist up to 80 KP/H Winds. 6.3 28
Rapid Deployment A deployable small building that can fit up to ten people. Takes 2 Hours to build, and fits in a draggable 300 100
Shelter box.
A deployable small building that can fit up to four People. Takes 10 Minutes to build, and fits into a 300 80
[U] Portable Surgery Unit
draggable box when broken down.
Bulletproof Sentry Box A small deployable cover that can fit two People. Has small windows to fire out of and has 15 Armor. 1200 150

25
SURVIVAL
All Survival equipment are considered [U]
EQUIPMENT BENEFITS WEIGHT COST
Water Canteen A leak-proof survival canteen with a lock top and 2-liter capacity. 0.2 2
Stove Canteen A pot-like canteen for cooking and storing food. Contains a lock top and a 3-liter capacity. 0.2 2
Floatation Vest An adjustable floatation vest that allows up to 210 KG float in water. 1.5 5
Water Purification A portable multi-tank water purification system. It can process 1 liter of water every two hours. Must 2.1 20
System be cleaned after each use, else the water will not be purified.
Sleep Cot A small cot bed for a single person, can hold up to 190 KG before tearing. 5.4 5
Soft bagged Carrying Device like a briefcase or backpack. Carries 25 Magazines or Grenades, or the size 1.2 5
Duffle Bag
equivalent.
A weather-proof sleeping bag that fits a user of up to 6’3, else, the Character will not comfortably fit in 2.5 3
Sleeping Bag
the sleeping bag.
Poly Rope A Polypropylene rope that can hold up to 550 KG. Comes in a bundle of 35 meters. 15 10
Magnetic Compass A standard magnetic compass that is not effected by EMP or any other sort of digital or electrical attack. 0.1 1
A weather-proof blanket that uses a thermal lining to keep the user in a more comfortable temperature, 1.6 5
Survival Blanket
closer to their body-heat.
Fuel Canister A 5-liter fuel can for water or any other fuel. 2 5
Generator that can function by either hydrogen or hand-cranking. Hand Cranking can power lights and 22 100
Hand-Crank Generator other lightweight pieces of electrical equipment, while the Hydrogen generator is able to power most
any equipment. Hydrogen generator is able to run for 8 hours per 1 liter of water.
A small heater that can heat an area large enough to fill a large dome tent. Can run for 15 hours on one 2.1 30
Area Heater
liter of water.
Portable Food Stove A small stove that can prepare food. Can run for 20 hours on one liter of water. 1.1 25
Emergency Lamp A bright lamp that can run for 200 hours on one liter of water. 0.8 20
A metal rod with hooks on them that allow for easier climbing when attached to a rope. +10 to Climbing 0.2 5
Climbing Hook
Tests.
Toolbox A metal toolbox that can hold several tools and other items. 0.2 4
Strong matches that can be used in even the heaviest of downpours. Allows for the lighting of fire even 0.1 10
Windproof Storm Match in rain and harsh wind. The set comes with 25 Matches. Each last for 16 Seconds (4 Rounds), when being
used in harsh weather.
Small dark-green cubes that when cracked open, begin to spark and get hot. After 8 Seconds (2 Rounds), 0.1 10
Waterproof Fire Starter
it begins to burn. Works in wind and in rain. Comes with 8 cubes.
Common pair of large-scale wire cutters. Able to cut large chain links and other pieces of metal. More 1.2 10
than strong enough to cut off a finger of any race. On Helpless or Stunned Characters that cannot fight
Wire Cutters
back, Melee Attacks with Wire Cutters deal 1D10 +9 Damage, with 15 Pierce. If not against a Helpless
or Stunned Character, Melee Attacks with this weapon gain a -30 To Hit.
Powerful bolt cutters, 1.3 meters long. Strong enough to cut through even Covenant metals and locks, 1.7 20
and can even lop off the fingers of any known Race. On Helpless or Stunned Characters that cannot
Heavy Duty Bolt Cutters
fight back, Melee Attacks with Bolt Cutters deal 2D10 +6 Damage, with 15 Pierce. If not against a
Helpless or Stunned Character, Melee Attacks with this weapon gain a -30 To Hit.
A Chemical Light Stick is a bendable tube, that when bent, begins to glow. Gives a +10 in any Dark or 0.1 2
Chemical Light Sticks
Pitch-Black scenarios. Lasts for 8 hours. 10 comes in a single pack.
Lighter A lighter with a flip-off top that is able to produce flame. Has enough fuel for 100 uses. 0.1 3
A string with two ends, one with flint, and the other steel. When hit against each other, it creates sparks 0.1 2
Flint and Steel
that can start fires. 100 uses per each Flint and Steel set. Can take up to 4 Rounds to start a fire.
A fishing kit that contains a folding fishing rod that can withstand up to 100 KG of tension, ten hooks 4.5 15
Fishing Equipment Kit and bobbers, a spool of 1550 meters of fishing line that can withstand up to 60 kg of tension, 50 pieces
of bate, and a fishing net that can hold up to 60 kg of weight.
Signal Mirror A small mirror for reflecting light like a small warning beacon. 0.1 1
A small firearm that fires a 40mm Parachute Flare up to 150 meters. It deals 1D10 damage, with 0.3 15
Flare Gun
Flame(1D5) on impact.
Whistle A small whistle. 0.1 1
Mess Kit Silverware set: Spoons, knives, forks, plates, and other pieces of silverware for eating. 0.3 5
A special multi-tool knife that contains the following tools: Screwdriver, corkscrew, small blade, 0.2 15
SOS Knife Kit
sharpening stone, toothpick, tweezers, wood saw, large blade, metal saw, scissor.
Animal Snare A snare kit to entrap small animals. 0.4 5
Geiger Counter A radiation detector that can track radioactive material from up to 10 meters away. 0.6 10
Packages of canned and sealed food that have up to 6 years shelf life. One package has enough food to 2.5 2
Field Rations
nourish and last a Character 5 days of 3 full meals.
These helps protect the user from Radiation Poisoning 10 minutes after taking the tablet. The Character 0.1 10
Potassium Iodide Tablets is able to take a +20 Toughness Test every time they’d gain Radiation Poisoning or take a Fatigue from
Radiation Poisoning to ignore it. Comes with 14 Tablets.

26
EQUIPMENT BENEFITS WEIGHT COST
Rain Poncho Protects the user from rain. Comes in a small pack of 10. 0.3 5
A fireproof netting that can be purchased in any Camouflage Environment, that gives +30 to Camouflage 0.9 8
Camouflage Netting
Tests. Camouflage Netting is a large 5 by 5 Meter netting that can be draped or set up over objects.
Stackable sandbag used to hold back water and even ammunition. Sandbags are .5 Meters long, .3 12 1
Sandbag
Meters wide, and .2 Meters tall.
A blowtorch that can be used in any atmosphere and underwater. This blowtorch is plasma-based and 2.1 20
will sear through any metal, given enough time. For every 2 points of Armor or Cover Points something
Blowtorch
gives, it takes 1 Half Action to cut through a small portion of it. The Blowtorch deals 1D10 +4 Damage,
with a 20 Pierce.
A bright flare that is activated by snapping the top off. Flame (1D5). Can be seen from 2 KM away and 1 5
Signal Flare Bright
lasts up to 1 hour.
A smoke-based signal Flare that is activated by snapping the top off. Can be seen from 6 KM away and 1 5
Signal Flare Smoke
lasts up to 10 Rounds.
TESU Ultra An upgraded variant of the TESU that is able to hold 750 T-Eng. 1.0 250

MEDICAL
EQUIPMENT BENEFITS WEIGHT COST
When taken, gives the Character a +10 to Toughness Tests when defending against negative effects of 0.1 6
Potassium Iodide Tablets radiation. One dose will last 5 hours, and each kit comes with 15 doses. Taking more than three within
24 hours will instead give the Character a -10 Penalty to Toughness Tests, instead of the Bonus.
Used as a Full Action, Biomedical Foam is an expanding antiseptic foam that removes 2D5 Fatigue and 0.9 10
3D5 Wounds, but removes their ability to naturally heal any Wounds or recover Fatigue until they
Biomedical Foam Canister
receive an Extended Medical Test. Each time a Biofoam Canister is used after the first, it heals one less
1D5 for Fatigue and Wounds.
Removes 1 degree of Fatigue per use. Will cause Fatigue, instead of removing it, if used more than twice 0.1 4
Chorotazine
a day. Comes with 5 uses.
Surgical Kits allow Characters to perform more complicated medical Tests, such as treating wounds that 2.1 15
Surgical Kit
need surgery or making Extended Care Tests.
Specialized antiseptic that heals 1 Wound and removes 1D5 Fatigue. Taking more than three times in 0.3 5
Self-Adhering Antiseptic
an hour will cause +3 Fatigue per additional use and cannot remove Fatigue until an Extended Care
BD
Action is made on the Character. Comes with 5 Uses, takes 1 Half Action to apply one usage.
Removes penalties due to joint damage and wounds for 1D5+Toughness Modifier hours. - 20 Penalty 0.2 10
To-Hit and for any Perception Tests. Each dose given to a player gives them 2 degrees of fatigue. 5 uses.
Morphine Morphine allows the character to ignore Fatigue from bruising. Any more than Toughness Modifier + 2
doses will kill the character on a failed Toughness Check. If the check is passed, the character slips into
a coma for 1D5 hours per every dose given.
Comes with all the tools needed for a Medic to perform Medical Actions. Does not come with the 4.5 15
Medical Equipment Kit
equipment needed for Surgical Tests or Extended Care.
Standard steroid drug that doubles the healing of wounds per day. Dangerous when used with any other 0.2 20
Dermacortic Steroids Medication. If used with other medical, Wounds are still gathered, but
Character gains +5D10 levels of Fatigue.
A Medical Kit that contains Cauterizers, Hemostats, Cyanoacrylates, and a Skin Stapler. With a Full 2.4 20
Trauma Kit Action Medication Test, the Character is able to remove up to three chosen Special Damage
Characteristic debuffs, such as lowered Toughness, or penalties to Actions.
A replacement limb that is able to replace the Player's Arm, Leg, Foot, or Hand. Has an Armor of 12 2 arm, 4 30
and 50 Break Points. The limb cannot take Fatigue and has no real feeling. It can be controlled by the leg
User, but will come with drawbacks. Leg and Foot prosthetics come with a -10 to Agility when figuring
Prosthetic Limb Movement Speed. Arm and Hand prosthetics give the Character a -10 to Tests dealing with picking
up or using Equipment, such as Medical Tests or even the Quickdraw Ability. The GM may decide
what Actions take Penalties.
Penalties do stack with other Prosthetic Limb Penalties.
Limb Splint Reduces any movement penalties from a broken or heavily damaged leg by half. 1.2 11
The Harmonizer converts Thermal Energy into a system that heals Wounds. Each Half Action used, the 2.1 200
Harmonizer will heal 1D10 Wounds for each 10 T-Eng spent.
If the Character would be knocked unconscious and still have T-Eng available, the Harmonizer
Harmonizer will automatically siphon the User’s TESU to heal them using an Emergency Medical Procedure. The
Emergency Medical Procedure will use double the amount of TESU per 1D10 Wounds healed, but will
instead heal 2D10 per Half Action until the User is at half Wounds or higher or until the TESU is out of
T-Eng, If the body is destroyed, the Harmonizer can’t work.

27
WAR DOG

WAR DOG ARMOR


STR TOU AGI WFR WFM INT PER CRG CHA LDR A Dog is able to be given Armor based on Standard Armors. These cost the
20 25 50 1 35 1 35 25 1 5 same as the normal armor but weighs 1/3rd of the armor they are given.
-- -- +5 MYTHIC CHARACTERISTICS
WOUNDS 45 LUCK 1 A Dog will act on its own, but with incredible loyalty to its master. A
55 centimeters (1’8 ft.) – 65 centimeters (2’1 ft.) Dog will follow its master as much as possible and will heed most
22 kilograms (49 lb.) – 40 kilograms (88 lb.) orders given. If a Dog understands that something would cause major
SIZE: Small
harm to it, such as being ordered to jump across a gap it couldn’t
The Dog has the Outstanding Olfactory Ability.
possibly cover, a Dog will not obey such an order.
DOG CARRY WEIGHT
The average War Dog should never carry more than 30% of their body weight.
Dogs are knowledgeable in multiple commands, which are
The Average War Dog can safely carry up to 10.5 KG. Anymore and the Dog will shown in the list below.
begin taking Fatigue for every Kilometer traveled.
DOG WALKING AND RIDING DISTANCE COMMAND ACTION TAKEN
The average Dog is able to travel upwards of 90 Kilometers a day. After this, The Dog will watch the location it’s in for any
Watch
Fatigue begins to set into the dog, 1D5 Fatigue every Kilometer traveled after. intruders or known Opponents.
The average Dog can Run for 6 hours straight without the need of Drop It The Dog will drop whatever it is holding.
rest. After the first 6 hours, Fatigue begins to set in, causing 1D5 levels of
Stay The Dog will stay in its current position.
Fatigue for every hour without rest.
WAR DOG ATTACKS
The Dog will fetch a thrown item, or an item pointed
Fetch
War Dogs are trained for takedown and killing blows. The average War Dog is at by the master.
able to jump high enough to reach the throat of any Human or even Jiralhanae. The Dog will perform the most useful move it can
EXPERIENCE think of with a given circumstance. If the Dog has
The War Dog is able to gain Experience the same as any other Character. The Attack proper distance, the Dog will open with a Rush
GM must approve any possible Characteristic Advancement, Skill, or Ability Attack, else the Dog will most likely use a Takedown
taken. The Dog cannot take Educations. Dogs gain half the normal Experience or Bite.
gained. Specified Saying “Attack” and then an Attack name, the Dog
PRICE
Attack will perform that specified Attack.
100 cR
The Dog stops moving and will generally join up with
Heel
the master if nearby.
RUSH
During a Charge or Run, the Dog leaps into the air, grabbing an Opponent’s arm
Bark or The Dog will bark.
to jerk their entire body downward. The Dog performs a Warfare Melee Attack. Speak
Once connected, the Attack deals 2D10 + Strength Modifier Piercing Damage, Here or The Dog will rush to the master.
with 4 Pierce. Come
Even if Damage was not made, the Dog may still attempt to pull the The Dog will Jump up to a specified location or to the
Opponent down with an Opposed Strength Test. If the Dog succeeds, the Up or Jump
master or stop laying down.
Opponent is dropped to the ground.
The Dog will usually understand that the master is
The Rush Attack is a Full Action that can only be made if Charging No
or Running.
displeased with the Dog’s current actions.
Pay Saying this, or the Dog’s name, will cause the Dog to
TAKEDOWN Attention pay attention to the master.
Without Charging or Rushing, the Dog attempts to latch onto and pull down an The Dog understands that whatever it was doing is
Opponent. This Attack is like Rush, but deals 1D10 + Strength Modifier Piercing Shame bad, will usually attempt to not do those actions
Damage, with 4 Pierce. anymore.
Even if Damage was not made, the Dog may still attempt to pull the The Dog will jump down from wherever it is at, if at
Opponent down with an Opposed Strength Test. If successful, the Dog will drop Down
an elevated position.
their Opponent to the ground.
Sit The Dog will sit in place.
Lay Down The Dog will lay down in place.
BITE If given a specified object with a smell, the Dog will
A Dog’s Bite is their standard Attack, dealing 1D10 + Strength Modifier Piercing Search begin tracking for the whereabouts of the smell’s
Damage, with 4 Pierce. The average Dog is able to deal 2 Attacks per Half source.
Action. The Dog will perform a blind search, where it will
If the Dog is facing an Opponent who Is prone or knocked down, it Go On alert its master of anything the Dog may view out of
is able to attack the jugular, a neck Sublocation, without Penalty. The Dog is the ordinary or other Humans.
able to deal 3D10 + Strength Modifier Piercing Damage, with 4 Pierce.
The Dog will begin to run ahead of the master in the
Go Forward
general direction traveled and scout ahead.
PULL
Crawl The Dog begins to crawl.
The Dog attempts to latch onto its Opponent with a Warfare Melee Test. If
Successful, the Dog will deal 1D10 + Strength Modifier Pierce Attack, with 4 Shake The Dog will shake hands.
Pierce. The Dog will jump over and clear obstacles ahead of
Go Over
If the Dog landed the Attack, they’re able to do a +10 Strength Test it.
to Pull their Opponent 1 Meter in the direction of their choosing. The Dog may The Dog understands that what it did pleased their
choose to keep hold of the Opponent to attempt another Pull next Round, Good
master.
while the Opponent may attempt to escape or attack one-handed.
Dig The Dog will begin digging in a specified location.

28
VITAL SUITS

INTRODUCTION TO VITAL SUITS When Ejecting from a Vital Suit, the Character has the
Vital Suits are vehicular machines built for combat and industrial use. option to set their Vital Suit into Self-Destruct Mode as a Free Action.
Most common Vital Suits are now designed to fight the Akrid.
SELF-DESTRUCT
THERMAL ENERGY CONSUMPTION Self-Destruct is where the Pilot commands the Vital Suit to detonate
All Vital Suits are powered by Thermal Energy, and every Vital Suit will itself. The Pilot calling for the Vital Suit to Self-Destruct is a Free Action,
list how much Thermal Energy is used with each Turn the Vital Suit while the Vital Suit takes a Full Action to complete this task.
made an Action in. This includes making Movement Actions, firing
Weapons, or using built-in functions and features of the Vital Suit. VITAL SUIT DETONATION
Vital Suits Detonation is based on the main Mythic Handbook’s
THERMAL ENERGY STORAGE Doomed State and Vehicle Detonation Rules. However, Vital Suits
All Vital Suits will have their own Thermal Energy Storage that will be Detonate in a much more violent fashion thanks to their Thermal
used before the User’s Thermal Energy is taken from their TESU. engines. Vital Suits detonate, at base, with Blast (10) and Kill (7). The
Damage dealt is 5D10+20, with a Pierce of 40.
THERMAL PICKUP
All Vital Suits are designed to absorb Thermal Energy that makes ATTACKING AS A VITAL SUIT
physical contact with it. Vital Suits are designed to fill the Pilot’s TESU When a Pilot is controlling a Vital Suit, the Pilot’s Warfare Melee and
before it will begin filling its own Thermal Energy Storage. Warfare Range Characteristics will be used to make Attacks.

MOUNTED WEAPON SLOTS VITAL SUIT PUNCH AND STOMP ATTACKS


Each Vital Suit will list how many Mounted Weapon Slots it has Vital Suits have two base Melee Attacks: Unarmed Melee and Stomp.
available to mount VS Weapons. The most common Mounted The Unarmed Melee is a standard Punch Melee Attack, while the
Weapon Slots on a Vital Suit is 4, where each Shoulder and each Hand Stomp is a slow and heavy Stomp made against ground targets. To
is able to mount a weapon for combat. figure the Stomp Characteristic listed under a Vital Suit Chassis’ Melee
Each Vital Suit will list how many Weapon Slots they have Stomp Attack, you add the Vital Suit Chassis’ Weight in Tonnes,
and where they attach to on the Vital Suit. Strength Modifier, and Mythic Strength together. For example, an
Atlas’ would be 25 (Tonnes) + 5 (Strength Modifier) + 10 (Mythic
ELECTRIFIED SPECIAL RULE AND VITAL SUITS Strength) to become a Stomp of 40.
The Electrified Special Rule has a different outcome when against
Vital Suits. Instead of stunning Characters, when used against Vital VITAL SUIT MELEE ATTACK RATE
Suits, these Attacks deal extra Damage based on Electrified (X). Vital Suits can make a Melee Attack per Half Action, unless specified
otherwise by an installed weapon.
UNMANNED VITAL SUITS
Some Vital Suits will list being Unmanned. These are either remote VITAL SUIT MOVEMENT
controlled or run by rudimentary AI to perform a function. Vital Suits Vital Suits move the same way as Characters do, having a Half Move,
that list being Unmanned cannot be Piloted unless specified Full Move, Charge, and Run Movement option based on their Agility
otherwise. Characteristic. Vital Suits can’t use the Sprint Movement option.

VITAL SUIT GAMEPLAY STEPPING ON CHARACTERS


A Vital Suit will deal Damage against Characters they step on based
PILOTING A VITAL SUIT on their Weight in Tonnes. A Vital Suit stepping on an Character or
Vital Suits have a cockpit in which Pilots enter to begin piloting. A Vital Vehicle will deal its Weight in Tonnes as Damage, ignoring Armor and
Suit has its own set of Characteristics, but when a Pilot is in control, Mythic Toughness. For example, if a Character were stepped on by an
only the Vital Suit’s Strength and Agility Characteristics will be used. Ogre Chassis Vital Suit, they will take 53 Damage only reduced by
Toughness.
ENTERING A VITAL SUIT Stepping on Characters will happen when a Vital Suit moves
When entering a Vital Suit, the Vital Suit will assist to speed up the over or shares the same location as a Character. The Character may
process. It is an Extended 2 Full Actions to enter a Vital Suit, or a single make an Evasion Test at +20 Bonus to avoid being stepped on. If a
Full Action if the Vital Suit has the Open-Top Special Rule. Vital Suit is making a Charge or Run Action, the +20 Bonus is lost.

EXITING A VITAL SUIT EVADING AS A VITAL SUIT


Exiting a Vital Suit normally has the Vital Suit opening up, which Vital Suits are able to Evade Attacks the same way a Character can.
creates a platform for the Pilot to stand on as they exit. This takes a The only difference is that the Characteristic used will be the lowest
Full Action to leave the Vital Suit. For Vital Suits that are Open-Topped, Agility Characteristic between the Pilot and the Vital Suit.
it is only a Half Action to leave the Vital Suit.
JUMPING AND LEAPING AS A VITAL SUIT
EJECTING FROM A VITAL SUIT Vital Suits do not use Characteristics to figure Jump height or Leap
Ejecting from a Vital Suit launches the Pilot 10 Meters away from the distance. These are listed based on the Vital Suit Chassis that was
Vital Suit in just a Half Action. If the Vital Suit senses a ceiling above chosen. Due to the size of a Vital Suit and the distance they can travel,
them, it will adjust its Ejection speed and distance to make sure the all Jumps and Leaps are a Full Action. If a Jump or a Leap were to land
Pilot is not injured or killed from the impact. From this height, it will on a Character or Vehicle, it will deal the Stomp Attack as a Free
take one Full Action for the Character to land. Action.

29
DASHING RODEO DAMAGE
A Dash is a Half Action Movement available to Vital Suits. A Dash is When a Character is actively Rodeoing a Vital Suit, they are able to
made using large thrusters installed into the Vital Suit Chassis. When make a Perception Test at the beginning of the Test. If Successful, the
a Dash is used, the Vital Suit will move the listed distance based on Character will deal extra Damage to the Attacks made to the Vital Suit
the Chassis and all Attacks made against the Vital Suit will be at a -10 during that Turn. Each Degree of Success will give +1 Damage per
Penalty To Hit until the beginning of the Vital Suit’s next Turn. Damage Dice of the Attack made to a maximum of +5.
Regardless of Vital Suit Chassis chosen, a Dash takes 2 Full Actions to
recharge. VITAL SUIT PHYSICAL OPPOSED TESTS
Opposed Tests when dealing with Vital Suits has one of two outcomes.
HOVERING The first outcome is a standard Character having an Opposed Test
Hovering allows a Vital Suit to launch itself into the air and stabilize against a Vital Suit using Physical Characteristics. Regardless of the
up to the amount listed under the Hovering Characteristic. If the Vital Character’s Test outcome, they will automatically fail. It’s best to
Suit has nothing listed in this Characteristic, it can’t use Hover. multiply the Vital Suit’s Physical Characteristics by 10 when compared
A Vital Suit can use Hover for 8 Half Actions in total, to a normal Character’s Physical Characteristics in terms of sheer
including the Half Action it is needed to launch itself into the air. strength.
While Hovering, a Vital Suit can only move half of its The second outcome would be Vital Suits making an
Movement Speeds, though the Dash will still work without this Opposed Test against another Vital Suit using Physical Characteristics.
penalty in speed or distance. These would be rolled normally with the Character with the most
Vital Suits that have Hovering will ignore all Falling Damage Degrees of Success winning the Opposed Test.
up to the listed height in meters. This means that if a Vital Suit had a This same outcome will happen between Characters vs.
Hover of 10 and falls 50 meters, it will ignore 10 of those meters in Reapers, and between Reapers vs. Vital Suits.
Falling Damage.
VITAL SUIT MELEE ATTACKS AGAINST CHARACTERS
DASH MELEE A Vital Suit’s Melee Attack double the damage dealt against
A Vital Suit’s Dash can be used with a Melee Attack that acts as a small Characters before Damage Resistance is figured.
Charge Attack when used. A Dash Melee increases the Damage of the
Attack by the Meters Dashed. CRYO SPECIAL RULE AND VS CHARACTERISTICS
When a VS is struck by the Cryo Special Rule, it will take Movement
LOCK ON Penalties for the time the Cryo Special Rule is effecting it. For each 1
Lock On is a targeting feature that certain Weapons and Cores can in Cryo (X), the VS will have its Agility Characteristic, Accelerate, Brake,
make use of in different ways. To Lock On to a Target, the Target must and Top Speed all reduced by 5, to a minimum of 10.
first be in the Vital Suit’s line of sight. Lock On is a Free Action and can
only be used once a Turn. A Lock On will stay active for 2 Turns but SELF-REPAIR SYSTEM
may be refreshed or changed Targets at any time during this. Even if Vital Suits that have the Self-Repair System are able to repair (X)
the Locked On Target moves behind cover or inside and out of view, Breakpoints per Full Action of use. While the Self-Repair System is
the Lock On will persist for the allotted time. active, the Pilot of the Vital Suit is still able to perform normal Actions.
Each Breakpoint repaired on a Vital Suit will reduce its
RODEO Thermal Energy by 2.
A Rodeo is when a Character climbs on top of an active Vital Suit,
whether it is an ally catching a ride, or an enemy attempting to cause INVISIBILITY SYSTEM
Damage to the Vital Suit. When a Character is performing a Rodeo, Vital Suits that list the Invisibility System can take a Half Action to
they are climbing to the top of the Vital Suit’s Chassis and using built- render itself nearly invisible, giving the Vital Suit a +50 to Camouflage
in handles to keep themselves steady. Tests against being seen, but not heard. While the Invisibility System
is active, the Vital Suit will burn through (X) Thermal Energy.
STARTING TO RODEO
Using the Jump Kit, a Pilot is able to begin a Rodeo Action as a Full VS TRANSFORM
Action. This is the combined action of using the Jump Kit to reach the Vital Suits that can transform will list this in the Vital Suit Traits on the
Vital Suit’s top and then grabbing the handles to steady themselves. vehicle page. Vital Suits will transform as a Half Action into the listed
If the Vital Suit performed a Dash Action prior to the Rodeo Attempt, Vehicle.
the Pilot will need to make a Strength Test. If Failed, the Character
will begin to fall. VS COMBINER
Once Successfully Rodeoed, the Character will not need to A Combiner is a Vital Suit that is able to combine with another Vital
make Strength Tests if the Vital Suit is using Dash Actions. This is only Suit to form a completely different Vital Suit. A Combiner takes 4 Full
during the Rodeo process. Actions to Combine and detach from each other. Each Combiner will
For Characters who do not have a Jump Kit, this process will list what they combine with and what they will form. Some Vital Suits
take longer or have extra steps. If a Character does not have a Jump may even list needing more than one other mech to combine with.
Kit, they will need a way to climb the Vital Suit. If the Character is For each extra Combiner needed, it will take 4 extra Full Actions.
attempting to climb the Vital Suit normally, it should be a Climb Test.
If the Vital Suit is active and moving, the Climb Test’s Penalty should VS CUSTOMIZATION
be the Vital Suit’s Agility Characteristic. VS Customization is commonplace as there are many ways for people
The Character may also drop down onto the Vital Suit from to get their hands on VS parts and modifications. Only a Single Plating
above. This could be done from an aerial vehicle or a nearby building Overhaul may be taken per VS. Please use GM discretion when
or bridge. If the Vital Suit is active and moving, then the Character will choosing and installing VS Customization options, as some may not
need to make a Strength Test. If Failed, the Character will not have make sense due to the vast differences each VS may have.
properly grabbed the handles and will begin to fall.

30
PLATING OVERHAULS
PLATING TYPE INFORMATION PRICE
A super-light Plating that trades defense for mobility. Increases the VS’s Agility Characteristic by 20. If the VS has 125
Ultra-Light
Accelerate and Brake, it will increase them by 15 and Top Speed by 50. Reduces the Armor by 5 on all Locations.
Plating
Reduces the Weight by 25%.
A lightweight Plating that trades some defense for moderate mobility. Increases the VS’s Agility Characteristic by 100
Light Plating 10. If the VS has Accelerate and Brake, it will increase them by 10 and Top Speed by 25. Reduces the VS’s Armor by
3 on all Locations. Reduces the Weight by 15%.
Standard Plating The default plating for the VS. --
A heavy Plating that trades some mobility for moderate defense. Increases Armor by 3 on all Locations. Reduces 100
the VS’s Mythic Agility by 2. If Mythic Agility is less than 2, than each Mythic Agility that can’t be reduced will instead
Heavy Plating
reduce the Agility Characteristic by 5. If the VS has Accelerate and Brake, it will decrease them by 10 and the Top
Speed by 30. Increases the Weight by 15%.
A superheavy Plating that trades some mobility for high defense. Increases Armor by 7 on all Locations. Reduces 125
Superheavy the VS’s Mythic Agility by 4. If Mythic Agility is less than 2, than each Mythic Agility that can’t be reduced will instead
Plating reduce the Agility Characteristic by 5. If the VS has Accelerate and Brake, it will decrease them by 15 and the Top
Speed by 50. Increases the Weight by 25%.

PLATING MODIFICATIONS
PLATING INFORMATION PRICE
Scorch Plating Anti-heat Plating that halves the Damage from Flame Special Rule and environmental Fire. +10% VS Weight. 60
Cryo Armor Anti-Cold Plating that halves the Movement slowdown from Cryo Special Rule. +10% VS Weight. 75
EMP Plating Specialized padded plating designed to disperse EMP Attacks. EMP Special Rule is halved. +10% VS Weight. 75
Reentry Plating Specialized Plating allowing the VS to be launched from orbit without taking Damage. +30% VS Weight. 190

TUNING
TUNING INFORMATION PRICE
The VS is retuned to improve its capability after taking an Ultra-Light, Light, Heavy, or Superheavy Plating. The 400
Retune
Penalties given from these Plating are halved, rounding down.
The VS undergoes strict and precise tuning to improve the benefits of taking Ultra-Light, Light, Heavy, and 900
Superheavy Plating.
Advanced Tune Light and Ultra-Light Plating will increase the total Agility Characteristic given by 10.
Heavy and Superheavy Plating will lower the amount of Mythic Agility that is reduced by 1. Accelerate
and Brake reduction is lowered by 5, while Top Speed’s reduction is lowered by 15.
The Hypertune is the most precise and rigid process possible while undergoing heavier plating options for the VS. 1,200
Heavy Hypertune This is a long and difficult process that will remove all Penalties given from the Heavy and Superheavy Plating. This
can only be done by trained professionals with the advanced technology and cleanrooms needed for the procedure.

THERMAL ENERGY STORAGE


STORAGE INFORMATION PRICE
200 T-ENG Tank This T-Eng Tank holds 200 Thermal Energy. 100
300 T-ENG Tank This T-Eng Tank holds 300 Thermal Energy. 150
400 T-ENG Tank This T-Eng Tank holds 400 Thermal Energy. 200
500 T-ENG Tank This T-Eng Tank holds 500 Thermal Energy. 250
600 T-ENG Tank This T-Eng Tank holds 600 Thermal Energy. 300
700 T-ENG Tank This T-Eng Tank holds 700 Thermal Energy. 350
800 T-ENG Tank This T-Eng Tank holds 800 Thermal Energy. 400
900 T-ENG Tank This T-Eng Tank holds 900 Thermal Energy. 450
1,000 T-ENG Tank This T-Eng Tank holds 1,000 Thermal Energy. 500
The VS no longer uses T-Eng when performing Actions and the tank is replaced by an experimental power supply. 2,400
L-P-9999
If the VS this is installed onto explodes, the Damage, Blast Radius, Kill Radius, and Pierce is doubled.

WEAPON MOUNTS
MOUNTS INFORMATION PRICE
The VS is given a Shoulder Mount it did not have, previously, allowing a new Weapon to be installed. A Shoulder 50
Shoulder Mount
may never hold more than one weapon.
The VS is given an Arm Mount it did not have, previously, allowing a new Weapon to be installed. An Arm can never 50
Arm Mount
have more than one Weapon Mount.
If the VS did not have an Arm, one is installed. This Arm does not come with an Arm Mount. A VS can only have a 150
New Arm
total of two Arms.
A new Weapon Mount is added to the VS, increasing the total weapons the VS can mount by 1. Large VS can have 150
Extra Mount a maximum of 5 Mounts, Huge and Hulking can have 6 Mounts, Giant and Immense can have 7 Mounts, and each
Size Category after will gain an additional +1 total Weapon Mounts from there.

31
MOBILITY
MOBILITY INFORMATION PRICE
A VS that does not have a Dash gets one installed. A Dash of 3 meters is 100 cR, a Dash of 6 meters is 200 cR, a Dash (X)
Dash Install
of 7 metes is 250 cR, a Dash of 9 meters is 300 cR, and a Dash of 12 meters is 400 cR.
A VS that does not have a Hover gets one installed. A Hover costs 50 cR for each meter it can Hover up to, to a (X)
Hover Install
maximum of 14.
The VS is able to initiate its Hover system to do a Double Jump instead of a normal Hover Action. This is a Half 200
Double Jump Action that allows the VS to make a second Jump Action while in the air. The VS is built to reduce Falling Damage
by 20 meters.
The VS is able to make a Super Jump. To perform a Super Jump, the VS must charge for a Half Action and then Jump 400
Super Jump
for a Half Action. This will multiply the Jump and Leap distances by 3. This cannot be performed in midair.
Extended Hover The VS is able to perform a Prolonged Hover. This allows the VS to Hover for 16 Half Actions. 400
The VS has a Boost that is used as a Dash Action. The Boost will double the Accelerate, Brake, and Top Speed of the 400
Booster
VS for 4 Full Actions. The Boost has a Recharge of 4 Full Actions.

VS MODIFICATIONS
MODIFICATIONS INFORMATION PRICE
The VS has a Radar System that allows it to detect Characters, Vehicles, and Vital Suits within 15 meters. The Radar 400
Radar System
System can’t detect currently cloaked or invisible Vital Suits or Characters.
Self-Repair A Self-Repair System is installed into the VS, allowing it to perform the Self-Repair (X) VS Action. Self-Repair (10) (X)
System costs 200 cR, Self-Repair (25) costs 500 cR, and Self-Repair (50) costs 1,000 cR.
Invisibility An invisibility System is installed into the VS< allowing it to perform the Invisibility (X) VS Action. Invisibility (10) (X)
System costs 1,000 cR, Invisibility (20) costs 850 cR, and Invisibility (30) costs 700 cR.
Enclosed Cockpit An Open-Top Special Rule VS is given an enclosed Cockpit. This removes the Open-Top Special Rule removed. 170
Opened Cockpit A VS that does not have the Open-Top Special Rule has its Cockpit opened up, giving it the Open-Top Special Rule. 70
The VS is given a prototype Energy Shield. Has a Shield Integrity of 200, a Recharge Delay of 5, and a Recharge Rate 2,300
Energy Shields of 50. The Recharge Rate is powered by Thermal Energy. For each 50 Shield Integrity repaired by the Recharge Rate,
it costs 20 Thermal Energy.
The VS is modified to increase its Height, Weight, and Length by 50%, and its Weight by 100%. This can be taken 4 470
Defeat Series times in total. Each time it is taken, the Player or GM must check its new Height on the Size Category table, just in
case it has a new Size Category.
Advanced The VS uses 5 less Thermal Energy per Turn, to a minimum of 5. 125
Engines
Improved The VS uses 5 less Thermal Energy when firing Weapons in a Turn, to a minimum of 5 used. 100
Weapon Control
Radar Stealth The VS has a Radar Stealth system that allows it to be completely immune to all forms of Radar and Motion Trackers. 400
The VS is driven by a rudimentary AI which has a computing system replacing the cockpit. Below are the AI’s 1,900
Characteristics that control the VS. The AI is considered to have all needed Skills and Training to use any VS. The
AI’s Characteristics can be upgraded using Characteristic Advancements; however the Experience cost is instead
AI Driven
paid using cR.
STR TOU AGI WFR WFM INT PER CRG CHA LDR
-- -- 35 35 35 40 30 45 25 25

TRANSFORMATIONS AND COMBINERS


MODIFICATIONS INFORMATION PRICE
The VS is heavily modified to be a Combiner, allowing it to Combine with another VS. The VS must be designed to 450
Combine with either the GAN-34 Granseed as the lower half of the Combiner, or with the GAB-25M Cakti as the
Combiner
upper half of the Combiner. If being installed as the lower half, the VS must be Giant or larger.
When allowing this Modification, please use proper judgement and discretion.
The VS is heavily modified to Transform into one of the following VS vehicles: (X)
• GTF-13M Evax Bike, for 250 cR (Must be Size Category Huge through Great)
• GAN-37 X-Seed Flyer, for 340 cR (Must be Size Category Huge through Great)
• GAB-25M Cakti Tank, for 520 cR (Must be Size Category Massive or Great)
Transformer
• GAN-3AM Triseed Warbird, for 500 cR (Must be Size Category Giant through Great)
• GAN-3AM Triseed Slider, for 670 cR (Must be Size Category Giant through Great)
Only 2 Transform options can be installed into a single VS. When allowing this Modification, please use
proper judgement and discretion.

32
VITAL SUITS

GTT-01 NIDA GTT-11 DRIO

PRICE EXPERIENCE PRICE EXPERIENCE


815 cR 165 Exp 1,115 cR 225 Exp
CHARACTERISTICS CHARACTERISTICS
STRENGTH MYTHIC STRENGTH AGILITY MYTHIC AGILITY STRENGTH MYTHIC STRENGTH AGILITY MYTHIC AGILITY
50 5 50 5 50 5 50 5
MOBILITY MOBILITY
DASH HOVER JUMP LEAP DASH HOVER JUMP LEAP
-- -- 2 meters 5 meters 6 meters 10 meters 2 meters 5 meters
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
LENGTH WIDTH HEIGHT WEIGHT REACH SIZE LENGTH WIDTH HEIGHT WEIGHT REACH SIZE
2.5 3.2 4.4 5 Tonnes +3 Huge 2.9 3.2 4.4 6 Tonnes +3 Huge
CREW AND COMPLEMENT CREW AND COMPLEMENT
CREW COMPLEMENT CREW COMPLEMENT
1 Operator 2 External Passengers 1 Operator 2 External Passengers
MELEE MELEE
UNARMED PUNCH STOMP UNARMED PUNCH STOMP
-- 4D10 + (Stomp), Slow Special Rule -- 4D10 + (Stomp), Slow Special Rule
BREAKPOINTS BREAKPOINTS
WEP MOB ENG OP HULL WEP MOB ENG OP HULL
75 80 85 80 100 75 80 85 80 100
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
35 31 34 31 30 35 31 34 31 30
WEAPON MOUNTS WEAPON MOUNTS
LEFT SHOULDER RIGHT SHOULDER LEFT ARM RIGHT ARM LEFT SHOULDER RIGHT SHOULDER LEFT ARM RIGHT ARM
Yes Yes No Arm to Mount No Arm to Mount Yes Yes No Arm to Mount No Arm to Mount
THERMAL ENERGY THERMAL ENERGY
THERMAL ENERGY THERMAL COST WEAPON COST THERMAL ENERGY THERMAL COST WEAPON COST
300 5 per Turn 5 per Half Action Attack 300 5 per Turn 5 per Half Action Attack
VITAL SUIT TRAITS VITAL SUIT TRAITS
[P]. Open-Top and All-Terrain Special Rules. [P]. Open-Top and All-Terrain Special Rules.
Self-Repair System (10). Self-Repair System (10).

33
GAN-34 GRANSEED GTF-13F VENSA

PRICE EXPERIENCE PRICE EXPERIENCE


2,315 cR 465 Exp 350 cR 70 Exp
CHARACTERISTICS CHARACTERISTICS
STRENGTH MYTHIC STRENGTH AGILITY MYTHIC AGILITY STRENGTH MYTHIC STRENGTH AGILITY MYTHIC AGILITY
50 5 50 5 40 4 40 3
MOBILITY MOBILITY
DASH HOVER JUMP LEAP DASH HOVER JUMP LEAP
6 meters 10 meters 2 meters 5 meters -- -- 2 meters 4 meters
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
LENGTH WIDTH HEIGHT WEIGHT REACH SIZE LENGTH WIDTH HEIGHT WEIGHT REACH SIZE
3.2 4.0 4.7 8 Tonnes +3 Huge 2.7 1.8 3.0 2 Tonnes +2 Huge
CREW AND COMPLEMENT CREW AND COMPLEMENT
CREW COMPLEMENT CREW COMPLEMENT
1 Operator -- 1 Operator --
MELEE MELEE
UNARMED PUNCH STOMP UNARMED PUNCH STOMP
-- 4D10 + (Stomp), Slow Special Rule -- 3D10 + (Stomp), Slow Special Rule
BREAKPOINTS BREAKPOINTS
WEP MOB ENG OP HULL WEP MOB ENG OP HULL
75 80 85 80 90 65 75 70 75 80
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
33 30 32 30 28 25 23 25 22 20
WEAPON MOUNTS WEAPON MOUNTS
LEFT SHOULDER RIGHT SHOULDER LEFT ARM RIGHT ARM LEFT SHOULDER RIGHT SHOULDER LEFT ARM RIGHT ARM
Yes Yes No Arm to Mount No Arm to Mount Can’t Mount Yes No Arm to Mount No Arm to Mount
THERMAL ENERGY THERMAL ENERGY
THERMAL ENERGY THERMAL COST WEAPON COST THERMAL ENERGY THERMAL COST WEAPON COST
300 5 per Turn 5 per Half Action Attack 200 5 per Turn 5 per Half Action Attack
VITAL SUIT TRAITS VITAL SUIT TRAITS
All-Terrain Special Rule. [P]. Open-Top and All-Terrain Special Rules.
Invisibility System (10).
Combines with GAB-25M Cakti to form GAN-34WA Brocakti

34
GTF-13M EVAX WALKER GTF-13M EVAX BIKE

PRICE EXPERIENCE MOBILITY


665 cR 135 Exp ACCELERATE BRAKE TOP SPEED MANEUVER
CHARACTERISTICS 25 MpT 35 MpT 295 MpT (177 Km/H) 60
STRENGTH MYTHIC STRENGTH AGILITY MYTHIC AGILITY PHYSICAL ATTRIBUTES
40 4 40 3 LENGTH WIDTH HEIGHT
MOBILITY 2.9 1.5 1.5
DASH HOVER JUMP LEAP VITAL SUIT TRAITS
-- -- 2 meters 4 meters [P]. Open-Top and All-Terrain Special Rules.
PHYSICAL ATTRIBUTES Transform (GTF-13M Evax Walker)
LENGTH WIDTH HEIGHT WEIGHT REACH SIZE
2.7 1.8 3.0 2 Tonnes +2 Huge While transformed, the GTF-13M Evax Bike is still able to use its VS
CREW AND COMPLEMENT Weapons. The Evax Bike shares the Crew and Complement, Breakpoints,
CREW COMPLEMENT Armor, Weapon Mounts, and Thermal Energy of the Evax Walker.
1 Operator --
MELEE
UNARMED PUNCH STOMP
-- 3D10 + (Stomp), Slow Special Rule
BREAKPOINTS
WEP MOB ENG OP HULL
65 75 70 75 80
ARMOR
FRONT BACK SIDE TOP BOTTOM
25 23 25 22 20
WEAPON MOUNTS
LEFT SHOULDER RIGHT SHOULDER LEFT ARM RIGHT ARM
Can’t Mount Yes No Arm to Mount No Arm to Mount
THERMAL ENERGY
THERMAL ENERGY THERMAL COST WEAPON COST
200 5 per Turn 5 per Half Action Attack
VITAL SUIT TRAITS
[P]. Open-Top and All-Terrain Special Rules.
Transform (GTF-13M Evax Bike)

35
GTB-22 FAZE PTX-140 HARDBALLER

PRICE EXPERIENCE PRICE EXPERIENCE


1,575 cR 315 Exp 2,345 cR 470 Exp
CHARACTERISTICS CHARACTERISTICS
STRENGTH MYTHIC STRENGTH AGILITY MYTHIC AGILITY STRENGTH MYTHIC STRENGTH AGILITY MYTHIC AGILITY
40 4 65 5 50 5 50 5
MOBILITY MOBILITY
DASH HOVER JUMP LEAP DASH HOVER JUMP LEAP
-- Double Jump 5 meters 7 meters 12 meters 14 meters 6 meters 8 meters
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
LENGTH WIDTH HEIGHT WEIGHT REACH SIZE LENGTH WIDTH HEIGHT WEIGHT REACH SIZE
2.7 2.7 4.6 2 Tonnes +2 Huge 3.2 4.9 4.0 6 Tonnes +3 Hulking
CREW AND COMPLEMENT CREW AND COMPLEMENT
CREW COMPLEMENT CREW COMPLEMENT
1 Operator 2 External Passengers 1 Operator 2 External Passengers
MELEE MELEE
UNARMED PUNCH STOMP UNARMED PUNCH STOMP
-- 3D10 + (Stomp), Slow Special Rule -- 4D10 + (Stomp), Slow Special Rule
BREAKPOINTS BREAKPOINTS
WEP MOB ENG OP HULL WEP MOB ENG OP HULL
70 70 75 70 75 125 155 130 155 180
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
25 23 23 21 24 60 50 54 53 53
WEAPON MOUNTS WEAPON MOUNTS
LEFT SHOULDER RIGHT SHOULDER LEFT ARM RIGHT ARM LEFT SHOULDER RIGHT SHOULDER LEFT ARM RIGHT ARM
Yes Yes No Arm to Mount No Arm to Mount Yes Yes Yes Can’t Mount
THERMAL ENERGY THERMAL ENERGY
THERMAL ENERGY THERMAL COST WEAPON COST THERMAL ENERGY THERMAL COST WEAPON COST
200 5 per Turn 5 per Half Action Attack 700 15 per Turn 10 per Half Action Attack
VITAL SUIT TRAITS VITAL SUIT TRAITS
All-Terrain Special Rules. [P]. Open-Top and All-Terrain Special Rules.
Self-Repair System (10).
The Faze is able to initiate its Hover system to do a Double Jump instead
of a normal Hover Action. This is a Half Action that allows the Faze to The Hardballer is able to perform a Prolonged Hover. This allows the
make a second Jump Action while in the air. The Faze is built to reduce Hardballer to Hover for 16 Half Actions.
Falling Damage by 20 meters.

The Faze is able to make a Super Jump. To perform a Super Jump, the
Faze must charge for a Half Action and then Jump for a Half Action. This
will multiple the Jump and Leap distances by 3. This cannot be performed
in midair.

The Faze has a Radar System that allows it to detect Characters, Vehicles,
and Vital Suits within 15 meters. The Radar System can’t detect currently
cloaked or invisible Vital Suits or Characters.

36
GAN-37 X-SEED WALKER GAN-37 X-SEED FLYER

PRICE EXPERIENCE MOBILITY


2,445 cR 490 Exp ACCELERATE BRAKE TOP SPEED MANEUVER
CHARACTERISTICS 25 MpT 35 MpT 205 MpT (123 Km/H) 60
STRENGTH MYTHIC STRENGTH AGILITY MYTHIC AGILITY PHYSICAL ATTRIBUTES
40 4 40 3 LENGTH WIDTH HEIGHT
MOBILITY 2.9 1.5 1.5
DASH HOVER JUMP LEAP VITAL SUIT TRAITS
-- Double Jump 5 meters 7 meters All-Terrain Special Rules.
PHYSICAL ATTRIBUTES Transform (GAN-37 X-Seed Walker)
LENGTH WIDTH HEIGHT WEIGHT REACH SIZE The X-Seed Flyer is capable of flight.
2.8 2.6 4.6 2 Tonnes +2 Huge
CREW AND COMPLEMENT While transformed, the X-Seed Flyer is still able to use its VS Weapons.
CREW COMPLEMENT The X-Seed Flyer shares the Crew and Complement, Breakpoints, Armor,
1 Operator -- Weapon Mounts, and Thermal Energy of the X-Seed Walker.
MELEE
UNARMED PUNCH STOMP
-- 3D10 + (Stomp), Slow Special Rule
BREAKPOINTS
WEP MOB ENG OP HULL
65 75 70 75 80
ARMOR
FRONT BACK SIDE TOP BOTTOM
25 23 25 22 20
WEAPON MOUNTS
LEFT SHOULDER RIGHT SHOULDER LEFT ARM RIGHT ARM
Yes Yes No Arm to Mount No Arm to Mount
THERMAL ENERGY
THERMAL ENERGY THERMAL COST WEAPON COST
200 5 per Turn 5 per Half Action Attack
VITAL SUIT TRAITS
All-Terrain Special Rules.
Transform (GAN-37 X-Seed Flyer)
Invisibility System (10)

The X-Seed is able to initiate its Hover system to do a Double Jump


instead of a normal Hover Action. This is a Half Action that allows the X-
Seed to make a second Jump Action while in the air. The X-Seed is built
to reduce Falling Damage by 20 meters.

The X-Seed is able to make a Super Jump. To perform a Super Jump, the
X-Seed must charge for a Half Action and then Jump for a Half Action.
This will multiply the Jump and Leap distances by 3. This cannot be
performed in midair.

37
GAB-25M CAKTI WALKER GAB-25M CAKTI TANK

PRICE EXPERIENCE MOBILITY


1,875 cR 375 Exp ACCELERATE BRAKE TOP SPEED MANEUVER
CHARACTERISTICS 15 MpT 30 MpT 95 MpT (56 Km/H) 20
STRENGTH MYTHIC STRENGTH AGILITY MYTHIC AGILITY PHYSICAL ATTRIBUTES
65 7 40 2 LENGTH WIDTH HEIGHT WEIGHT
MOBILITY 4.9 4.4 2.3 12 Tonnes
DASH HOVER JUMP LEAP VITAL SUIT TRAITS
5 meters 8 meters 2 meters 4 meters All-Terrain Special Rules.
PHYSICAL ATTRIBUTES Transform (GAB-25M Cakti Walker)
LENGTH WIDTH HEIGHT WEIGHT REACH SIZE
4.0 6.3 4.3 18 Tonnes +4 Giant While transformed, the GAB-25M Cakti Tank is still able to use the Left
CREW AND COMPLEMENT Shoulder Mounted VS Weapon. The Cakti Tank shares the Crew and
CREW COMPLEMENT Complement, Breakpoints, Armor, Weapon Mounts, and Thermal Energy
1 Operator -- of the Cakti Walker.
MELEE
UNARMED PUNCH STOMP
-- 4D10 + (Stomp), Slow Special Rule
BREAKPOINTS
WEP MOB ENG OP HULL
125 155 165 170 180
ARMOR
FRONT BACK SIDE TOP BOTTOM
60 53 57 52 50
WEAPON MOUNTS
LEFT SHOULDER RIGHT SHOULDER LEFT ARM RIGHT ARM
Yes Yes No Arm to Mount No Arm to Mount
THERMAL ENERGY
THERMAL ENERGY THERMAL COST WEAPON COST
400 10 per Turn 5 per Half Action Attack
VITAL SUIT TRAITS
All-Terrain Special Rules.
Transform (GAB-25M Cakti Tank)
Combines with GAN034 Granseed to form GAN-34WA Brocakti

38
GAN-3AM TRISEED WALKER GAN-3AM TRISEED WARBIRD

PRICE EXPERIENCE MOBILITY


2,265 cR 455 Exp ACCELERATE BRAKE TOP SPEED MANEUVER
CHARACTERISTICS 35 MpT 35 MpT 205 MpT (123 Km/H) 60
STRENGTH MYTHIC STRENGTH AGILITY MYTHIC AGILITY PHYSICAL ATTRIBUTES
55 5 50 8 LENGTH WIDTH HEIGHT
MOBILITY 2.9 1.7 2.7
DASH HOVER JUMP LEAP VITAL SUIT TRAITS
12 meters -- 3 meters 6 meters All-Terrain Special Rules.
PHYSICAL ATTRIBUTES Transform (GAN-3AM Triseed Walker)
LENGTH WIDTH HEIGHT WEIGHT REACH SIZE Transform (GAN-3AM Triseed Slider)
3.0 4.2 4.8 15 Tonnes +4 Immense The Warbird is capable of flight.
CREW AND COMPLEMENT
CREW COMPLEMENT While transformed, the Warbird is still able to use its VS Weapons. The
1 Operator -- Warbird shares the Crew and Complement, Breakpoints, Armor, Weapon
MELEE Mounts, and Thermal Energy of the Triseed Walker.
UNARMED PUNCH STOMP
GAN-3AM TRISEED SLIDER
3D10 + (Strength Modifier *2) 4D10 + (Stomp), Slow Special Rule
BREAKPOINTS
WEP MOB ENG OP HULL
100 100 120 135 150
ARMOR
FRONT BACK SIDE TOP BOTTOM
45 40 42 43 38
WEAPON MOUNTS
LEFT SHOULDER RIGHT SHOULDER LEFT ARM RIGHT ARM
Yes Yes Yes Yes
THERMAL ENERGY
THERMAL ENERGY THERMAL COST WEAPON COST
500 10 per Turn 5 per Half Action Attack
VITAL SUIT TRAITS
All-Terrain Special Rule.
MOBILITY
Transform (GAN-3AM Strider)
ACCELERATE BRAKE TOP SPEED MANEUVER
Transform (GAN-3AM Warbird)
40 MpT 60 MpT 335 MpT (200 Km/H) 60
PHYSICAL ATTRIBUTES
The Triseed has a Radar Stealth system that allows it to be completely
immune to all forms of Radar and Motion Trackers. LENGTH WIDTH HEIGHT
4.4 1.5 1.5
VITAL SUIT TRAITS
All-Terrain Special Rules.
Transform (GAN-3AM Triseed Waler)
Transform (GAN-3AM Triseed Warbird)
The Slider is capable of permanently hovering up to 5 meters.

While transformed, the Slider is still able to use its Right Shoulder
Mounted VS Weapon. The Warbird shares the Crew and Complement,
Breakpoints, Armor, Weapon Mounts, and Thermal Energy of the Triseed
Walker.

39
GAH-42BS BLEED GAH-41BSL BAYLID

PRICE EXPERIENCE PRICE EXPERIENCE


670 cR 135 Exp 680 cR 135 Exp
CHARACTERISTICS CHARACTERISTICS
STRENGTH MYTHIC STRENGTH AGILITY MYTHIC AGILITY STRENGTH MYTHIC STRENGTH AGILITY MYTHIC AGILITY
40 4 40 3 40 4 40 3
MOBILITY MOBILITY
DASH HOVER JUMP LEAP DASH HOVER JUMP LEAP
4 meters 8 meters 2 meters 4 meters 4 meters 8 meters 2 meters 4 meters
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
LENGTH WIDTH HEIGHT WEIGHT REACH SIZE LENGTH WIDTH HEIGHT WEIGHT REACH SIZE
2.7 1.8 3.0 1.8 Tonnes +2 Large 2.7 1.8 3.0 1.6 Tonnes +2 Large
CREW AND COMPLEMENT CREW AND COMPLEMENT
CREW COMPLEMENT CREW COMPLEMENT
1 Operator -- 1 Operator --
MELEE MELEE
UNARMED PUNCH STOMP UNARMED PUNCH STOMP
4D10 + (Strength Modifier *2) 3D10 + (Stomp), Slow Special Rule 4D10 + (Strength Modifier *2) 3D10 + (Stomp), Slow Special Rule
BREAKPOINTS BREAKPOINTS
WEP MOB ENG OP HULL WEP MOB ENG OP HULL
90 75 85 75 100 80 75 80 65 80
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
35 26 34 33 30 33 25 32 30 30
WEAPON MOUNTS WEAPON MOUNTS
LEFT SHOULDER RIGHT SHOULDER LEFT ARM RIGHT ARM LEFT SHOULDER RIGHT SHOULDER LEFT ARM RIGHT ARM
Can’t Mount Can’t Mount Can’t Mount Yes Yes Yes No Arm to Mount No Arm to Mount
THERMAL ENERGY THERMAL ENERGY
THERMAL ENERGY THERMAL COST WEAPON COST THERMAL ENERGY THERMAL COST WEAPON COST
200 5 per Turn 5 per Half Action Attack 200 5 per Turn 5 per Half Action Attack
VITAL SUIT TRAITS VITAL SUIT TRAITS
[P]. Open-Top and All-Terrain Special Rules. [P]. Open-Top and All-Terrain Special Rules.

40
GAF-15D Drion GAN-34WA BROCAKTI

PRICE EXPERIENCE PRICE EXPERIENCE


1,225 cR 245 Exp -- 650 Exp
CHARACTERISTICS CHARACTERISTICS
STRENGTH MYTHIC STRENGTH AGILITY MYTHIC AGILITY ACCELERATE BRAKE TOP SPEED MANEUVER
35 8 35 5 35 MpT 35 MpT 205 MpT (123 Km/H) 35
MOBILITY STRENGTH MYTHIC STRENGTH
DASH HOVER JUMP LEAP 65 12
-- 8 meters 4 meters 6 meters MOBILITY
PHYSICAL ATTRIBUTES BOOST HOVER JUMP LEAP
LENGTH WIDTH HEIGHT WEIGHT REACH SIZE x2 -- -- --
3.1 5.4 4.1 20 Tonnes +3 Giant PHYSICAL ATTRIBUTES
CREW AND COMPLEMENT LENGTH WIDTH HEIGHT WEIGHT REACH SIZE
CREW COMPLEMENT 5.1 4.6 6.2 26 Tonnes +5 Massive
1 Operator, 2 Gunners -- CREW AND COMPLEMENT
MELEE CREW COMPLEMENT
UNARMED PUNCH STOMP 1 Operator, 1 Gunner --
-- 4D10 + (Stomp), Slow Special Rule MELEE
BREAKPOINTS UNARMED PUNCH RAM CHARGE
WEP MOB ENG OP HULL -- 5D10 + (Stomp), Full Action
140 125 120 140 150 BREAKPOINTS
ARMOR WEP MOB ENG OP HULL
FRONT BACK SIDE TOP BOTTOM 155 145 130 160 180
45 40 42 43 38 ARMOR
WEAPON MOUNTS FRONT BACK SIDE TOP BOTTOM
LEFT SHOULDER RIGHT SHOULDER LEFT ARM RIGHT ARM 60 50 55 55 50
[O] Yes [O] Yes [G] Yes [G] Yes WEAPON MOUNTS
THERMAL ENERGY LEFT SHOULDER RIGHT SHOULDER LEFT ARM RIGHT ARM
THERMAL ENERGY THERMAL COST WEAPON COST Yes Yes Yes Yes
500 10 per Turn 5 per Half Action Attack THERMAL ENERGY
VITAL SUIT TRAITS THERMAL ENERGY THERMAL COST WEAPON COST
[P]. Open-Top and All-Terrain Special Rules. 500 10 per Turn 5 per Half Action Attack
VITAL SUIT TRAITS
The Drion’s Right Arm and Left Arm are each Separate Seats with turrets, All-Terrain Special Rules.
allowing for them to be piloted by Gunners. These Arms can’t be used
for Melee Attacks or Strength Tests and don’t take up Weapon Cost for The GAN-34WA Brocakti is the Combination of the GAB-25M Cakti and
Thermal Energy. the GAN-34 Granseed. The GAN-34WA Brocakti can’t be purchased
separately.

The Brocakti has a Boost that replaces its Dash Action. The Boost will
double the Accelerate, Brake, and Top Speed of the Brocakti for 4 Full
Actions. The Boost has a Recharge of 4 Full Actions.

The person piloting the GAB-25M Cakti will control the Movement of the
Vehicle as the Operator. The person piloting the GAN-34 Granseed
becomes the Gunner of the Brocakti. The Weapons of each Vital Suit that
formed the Brocakti will be available to the Granseed Pilot. These
weapons can’t be chosen separately.

41
NVC-010 UTILITY RIG NBR-41 BATTLE ARMOR

PRICE EXPERIENCE PRICE EXPERIENCE


1,830 cR 365 Exp 165 cR 35 Exp
CHARACTERISTICS CHARACTERISTICS
STRENGTH MYTHIC STRENGTH AGILITY MYTHIC AGILITY STRENGTH MYTHIC STRENGTH AGILITY MYTHIC AGILITY
40 9 30 2 -- +5 -- +2
MOBILITY PHYSICAL ATTRIBUTES
DASH HOVER JUMP LEAP LENGTH WIDTH HEIGHT WEIGHT REACH SIZE
-- -- 2 meters 4 meters 1 1.4 2 1 Tonne +1 Large
PHYSICAL ATTRIBUTES CREW AND COMPLEMENT
LENGTH WIDTH HEIGHT WEIGHT REACH SIZE CREW COMPLEMENT
6.9 11.1 10 40 Tonnes +5 Massive 1 Operator --
CREW AND COMPLEMENT MELEE
CREW COMPLEMENT UNARMED PUNCH STOMP
1 Operator -- +1D10 (Slow Special Rule) +1D10 (Half Action)
MELEE BREAKPOINTS
UNARMED PUNCH STOMP WEP MOB ENG OP HULL
-- 5D10 + (Stomp), Slow Special Rule 45 50 50 60 65
BREAKPOINTS ARMOR
WEP MOB ENG OP HULL FRONT BACK SIDE TOP BOTTOM
185 225 240 220 300 +6 +2 +4 +3 +2
ARMOR WEAPON MOUNTS
FRONT BACK SIDE TOP BOTTOM LEFT SHOULDER RIGHT SHOULDER LEFT ARM RIGHT ARM
70 55 63 62 60 Yes Yes No Arm to Mount No Arm to Mount
WEAPON MOUNTS THERMAL ENERGY
LEFT SHOULDER RIGHT SHOULDER LEFT ARM RIGHT ARM THERMAL ENERGY THERMAL COST WEAPON COST
Yes Yes Yes Yes 200 5 per Turn 5 per Half Action Attack
THERMAL ENERGY VITAL SUIT TRAITS
THERMAL ENERGY THERMAL COST WEAPON COST [P]. All-Terrain Special Rules.
700 15 per Turn 10 per Half Action Attack
VITAL SUIT TRAITS The BR-41 Battle Armor is Wearable. This means that instead of being a
[P]. All-Terrain Special Rules. Mech Walker that is piloted, the Battle Armor is worn. The Battle Armor
augments the User’s Actions instead of having Actions of their own.

The Armor given by the Battle Armor is additive, increasing the Armor
the User is already wearing from the direction they are Attacked. The
Battle Armor will take the same Damage that the User takes.

If the Optics Breakpoint is destroyed, the Battle Armor will give no Armor
to the User.

If the Battle Armor is being Attacked and not the User wearing it, then
the Armor will be considered 20 on all Locations. This is used to figure
Attacks being made against the Battle Armor, itself, to damage it.

42
GAF-14 FASTREY

COST DEFEAT EXPERIENCE


300 cR 60 Exp
MOBILITY
ACCELERATE BRAKE TOP SPEED MANEUVER
40 MpT 60 MpT 335 MpT (200 Km/H) 60
PHYSICAL ATTRIBUTES
LENGTH WIDTH HEIGHT WEIGHT SIZE
2.1 0.8 1.6 0.8 Tonnes 1
CREW AND COMPLEMENT
CREW COMPLEMENT
1 Operator --
BREAKPOINTS
WEP MOB ENG OP HULL
25 45 55 35 65
ARMOR
FRONT BACK SIDE TOP BOTTOM
18 15 15 15 18
WEAPON MOUNTS
LEFT SHOULDER RIGHT SHOULDER LEFT ARM RIGHT ARM
No No No Arm to Mount No Arm to Mount
THERMAL ENERGY
THERMAL ENERGY THERMAL COST WEAPON COST
200 5 per Turn 5 per Half Action Attack
INFORMATION
[P]. Open-Top and All-Terrain Special Rules.

The GAF-14 Fastrey has two modes, Boost and Hover. Boost mode allows
the Fastrey to move at its Top Speed, Accelerate, and Brake. While the
Fastrey is in Boost Mode, it can only stay up to 2 meters above the
ground.
When the Fastrey is in Hover mode, the Fastrey is able to hover
up to 20 meters in the air but can only move up to 100 MpT and
Accelerate and Brake are reduced to 30. In Hover mode, the Length and
Height of the VS are swapped.

43
CHARACTER BESTIARY

MILITARY TRAINED CHARACTER PIRATE CHARACTER

CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
1 35 35 35 35 35 30 35 35 30 30 1 35 35 35 35 35 30 35 35 30 30
2 40 40 40 40 40 35 40 40 35 35 2 40 40 40 40 40 35 40 40 35 35
3 45 45 45 45 45 40 45 45 40 40 3 45 45 45 45 45 40 45 45 40 40
4 50 50 50 50 50 45 50 50 45 45 4 50 50 50 50 50 45 50 50 45 45
5 60 60 60 60 60 55 60 60 55 55 5 60 60 60 60 60 55 60 60 55 55
-- -- -- -- MYTHIC CHARACTERISTICS -- -- -- -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.) HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.) WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal SIZE Normal
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Training: The Character has the needed Training for the Weapons they Training: The Character has the needed Training for the Weapons they
were given. were given.
Weapon: Choose a Primary Infantry Weapon and an optional Weapon: Choose a Primary Infantry Weapon and an optional
Secondary Weapon. Secondary Weapon.
Squad Up: When making Combined Actions with other members of Squad Up: When making Combined Actions with other members of
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The their Pirate faction; these Characters gain a +5 Bonus to Courage
Characters also gain a +10 Bonus to Warfare Melee and Warfare Tests. The Characters also gain a +10 Bonus to Warfare Melee and
Range Tests when taking Combined Actions. Warfare Range Tests when taking Combined Actions.

LEVEL EXPERIENCE PAYOUT WOUNDS LUCK LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Easy 60 42 -- Easy 60 42 --
Normal 90 48 -- Normal 90 48 --
Heroic 120 52 1 Heroic 120 52 1
Legendary 145 58 2 Legendary 145 58 2
Nemesis 185 64 6 Nemesis 185 64 6

ARMOR SETS 1 ARMOR SETS 2


ARMOR ARMOR RATING ARMOR ARMOR RATING
Standard HEAD ARMS CHEST LEGS EOD HEAD ARMS CHEST LEGS
Armor 17 18 19 18 Armor 17 18 19 17
Vacuum HEAD ARMS CHEST LEGS Heavy HEAD ARMS CHEST LEGS
Armor 16 17 17 17 Armor 19 20 21 19
Mobility HEAD ARMS CHEST LEGS Superheavy HEAD ARMS CHEST LEGS
Armor 16 17 18 17 Armor 21 19 25 19

44
AKRID BESTIARY

SEPIA BOLSEPIA

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
30 10 20 30 30 1 35 30 1 1 30 10 20 30 30 1 35 30 1 1
-- -- +3 MYTHIC CHARACTERISTICS -- -- +3 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT CATEGORY SIZE HEIGHT CATEGORY SIZE
2.9 meters S Large (+1) 2.9 meters S Large (+1)
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Crawler: The Character can attach itself to walls and surroundings. No Crawler: The Character can attach itself to walls and surroundings. No
Penalties for Difficult Terrain and gains +40 to Climbing Actions. Penalties for Difficult Terrain and gains +40 to Climbing Actions.
Natural Armor (12): Natural Armor adds to the Character's Damage Natural Armor (12): Natural Armor adds to the Character's Damage
Resistance. However, the Natural Armor given is reduced by half for Resistance. However, the Natural Armor given is reduced by half for
Attacks against the Head and weak points. Attacks against the Head and weak points.
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce Detonate: As a Free Action, the Akrid is able to detonate itself, dealing
when making Unarmed Melee Attacks. 2D10+5 Damage, Pierce 12, with Blast (4), Kill (1). If the Akrid dies, it
Therma-Spit: As a Full Action, Launches a thermal-based projectile up will detonate where it stands.
to 20 meters. On impact, Therma-Spit deals 3D10 Damage with a EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
Pierce of 12. 5 5 Head 38
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
5 5 Head/Mouth 40

SYDSEPIA TARKAA

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
30 10 20 30 30 1 35 30 1 1 10 10 45 30 30 1 35 30 1 1
+1 -- +3 MYTHIC CHARACTERISTICS +2 -- +4 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT CATEGORY SIZE LENGTH CATEGORY SIZE
2.9 meters S Large (+1) 1.2 meters S Normal (--)
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Crawler: The Character can attach itself to walls and surroundings. No Crawler: The Character can attach itself to walls and surroundings. No
Penalties for Difficult Terrain and gains +40 to Climbing Actions. Penalties for Difficult Terrain and gains +40 to Climbing Actions.
Natural Armor (12): Natural Armor adds to the Character's Damage Natural Armor (10): Natural Armor adds to the Character's Damage
Resistance. However, the Natural Armor given is reduced by half for Resistance. However, the Natural Armor given is reduced by half for
Attacks against the Head and weak points. Attacks against the Head and weak points.
Blast-Spit: As a Full Action, Launches a thermal-based projectile up to Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
20 meters. On impact, Therma-Spit deals 2D10 Damage with a Pierce when making Unarmed Melee Attacks.
of 19 and Blast (2). Double Mouths: The creature has a mouth on the bottom of its body,
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS making impossible to safely grapple without being bitten.
5 5 Head/Mouth 39 EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
5 5 Mouths, Tail 38

45
JELLITE PARAJELLITE

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
35 25 10 30 30 1 35 30 1 1 35 25 10 30 30 1 35 30 1 1
-- -- +3 MYTHIC CHARACTERISTICS -- -- +3 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT CATEGORY SIZE HEIGHT CATEGORY SIZE
0.9 meters S Small (--) 0.9 meters M Small (--)
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Only Flight: The Character can only fly. The Character Flies at the Only Flight: The Character can only fly. The Character Flies at the
speed of their Agility Modifier as if using standard Movement Actions. speed of their Agility Modifier as if using standard Movement Actions.
Transformation: Once Combat begins, once a Jellite has been alive for Transformation: Once Combat begins, once a Parajellite has been
more than 2D5+5 Half Actions, it will transform into a Jellon as a Full alive for more than 2D5+5 Half Actions, it will transform into a
Action. Once transformed, the Jellon will gain +25 Wounds. In a Horde, Parajellon as a Full Action. Once transformed, the Parajellon will gain
all Jellites should transform at the same time. +30 Wounds. In a Horde, all Parajellites should transform at the same
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS time.
5 5 N/A 50 Detonate: As a Free Action, the Akrid is able to detonate itself when it
has absorbed enough Thermal Energy, dealing 2D10+5 Damage, Pierce
12, with Blast (3). If the Jellon is hit with an explosive, it will detonate.
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
5 5 N/A 50

JELLON PARAJELLON

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
55 25 10 30 30 1 35 30 1 1 55 25 10 30 30 1 35 30 1 1
+2 -- +3 MYTHIC CHARACTERISTICS +2 -- +3 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT CATEGORY SIZE HEIGHT CATEGORY SIZE
4.6 meters S Immense (+4) 4.6 meters M Immense (+4)
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Only Flight: The Character can only fly. The Character Flies at the Only Flight: The Character can only fly. The Character Flies at the
speed of their Agility Modifier as if using standard Movement Actions. speed of their Agility Modifier as if using standard Movement Actions.
Thermal Absorb: The Jellon will connect itself to a source of Thermal Detonate: As a Free Action, the Akrid is able to detonate itself when it
Energy, including Characters who have a TESU attached. The Jellon has absorbed enough Thermal Energy, dealing 3D10+12 Damage,
will begin absorbing 6D10 Thermal Energy each Half Action. The Jellon Pierce 18, with Blast (8). If the Parajellon is hit with an explosive, it will
will Detonate when it absorbs 100 Thermal Energy. detonate.
Detonate: As a Free Action, the Akrid is able to detonate itself when it EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
has absorbed enough Thermal Energy, dealing 2D10+12 Damage, 15 50 + Absorbed N/A 80
Pierce 18, with Blast (6). If the Jellon is hit with an explosive, it will
detonate.
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
15 50 + Absorbed N/A 75

46
PIRANHA TRILID

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
30 15 40 30 30 1 30 30 1 1 30 15 10 30 30 1 30 30 1 1
-- -- +2 MYTHIC CHARACTERISTICS -- -- +5 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT CATEGORY SIZE LENGTH CATEGORY SIZE
2.9 meters S Large (+1) 3.5 meters S Large (+1)
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Only Swim: The Character doubles their Agility Modifier when figuring Only Flight: The Character can only fly. The Character Flies at the
Swim Speeds. This Character can only Swim and can’t move while on speed of their Agility Modifier as if using standard Movement Actions.
land. Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce when making Unarmed Melee Attacks.
when making Unarmed Melee Attacks. EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS 3 5 Bottom half 10
3 5 Head 10

ENBEE RAIBEE

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
30 20 30 30 30 1 25 30 1 1 55 45 20 30 30 1 25 30 1 1
-- -- +3 MYTHIC CHARACTERISTICS -- -- +4 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT CATEGORY SIZE HEIGHT CATEGORY SIZE
1.6 meters S Normal (--) 6.2 meters M Massive (+5)
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Flight: Allows the Character to fly at their Movement Speed multiplied Flight: Allows the Character to fly at their Movement Speed multiplied
by 2. by 2.
Crawler: The Character can attach itself to walls and surroundings. No Crawler: The Character can attach itself to walls and surroundings. No
Penalties for Difficult Terrain and gains +40 to Climbing Actions. Penalties for Difficult Terrain and gains +40 to Climbing Actions.
Natural Armor (14): Natural Armor adds to the Character's Damage Natural Armor (18): Natural Armor adds to the Character's Damage
Resistance. However, the Natural Armor given is reduced by half for Resistance. However, the Natural Armor given is reduced by half for
Attacks against the Head and weak points. Attacks against the Head and weak points.
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
when making Unarmed Melee Attacks. when making Unarmed Melee Attacks.
Therma-Spit: As a Full Action, Launches a thermal-based projectile up Therma-Spit: As a Full Action, Launches a thermal-based projectile up
to 80 meters. On impact, Therma-Spit deals 3D10 Damage with a to 80 meters. On impact, Therma-Spit deals 3D10 Damage with a
Pierce of 12. Pierce of 12.
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
25 10 Eye, Abdomen 40 65 15 Abdomen 75

47
DONGO CHRYATIS

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
65 50 45 40 30 1 25 40 1 1 45 65 30 20 40 1 25 40 1 1
+3 +8 -- MYTHIC CHARACTERISTICS +4 +4 +4 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
LENGTH CATEGORY SIZE HEIGHT CATEGORY SIZE
5.1 meters M Immense (+4) 8.3 meters M Massive (+5)
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Crawler: The Character can attach itself to walls and surroundings. No Melee Range: The Character’s limbs are able to reach long distances,
Penalties for Difficult Terrain and gains +40 to Climbing Actions. increasing its Melee Reach by +4.
Natural Armor (28): Natural Armor adds to the Character's Damage Digging: The Character can dig quickly enough to allow them to move
Resistance. However, the Natural Armor given is reduced by half for as a Half Action while digging underground.
Attacks against the Head and weak points. Natural Armor (20): Natural Armor adds to the Character's Damage
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce Resistance. However, the Natural Armor given is reduced by half for
when making Unarmed Melee Attacks. Attacks against the Head and weak points.
Roll Attack: As a Half Action, the Akrid will begin rolling, which allows Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
them to move incredibly fast. The Roll Attack works as a Charge Action when making Unarmed Melee Attacks.
that doubles their Charge Movement speed. This Charge Attack will EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
deal +1D10 extra Damage. If it strike a hard, strong surface, such as 130 150 Shoulder, Tail 216
reinforced wall or rock, it will be Stunned until the beginning of their
next Turn.
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
120 100 Tail 140

NEEGAL GORECHRYATIS

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
65 75 30 1 55 1 40 45 1 1 45 65 30 20 40 1 25 40 1 1
+8 -- -- MYTHIC CHARACTERISTICS +6 +6 +2 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
LENGTH CATEGORY SIZE HEIGHT CATEGORY SIZE
4.2 meters M Giant (+4) 10.8 meters M Massive (+5)
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Stretch Stinger: The Akrid’s stinger is able to stretch up to +6 Melee Melee Range: The Character’s limbs are able to reach long distances,
Reach as a Half Action Attack, dealing the Damage of a Claw Attack. increasing its Melee Reach by +4.
Natural Armor (17): Natural Armor adds to the Character's Damage Digging: The Character can dig quickly enough to allow them to move
Resistance. However, the Natural Armor given is reduced by half for as a Half Action while digging underground.
Attacks against the Head and weak points. Natural Armor (22): Natural Armor adds to the Character's Damage
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce Resistance. However, the Natural Armor given is reduced by half for
when making Unarmed Melee Attacks. Attacks against the Head and weak points.
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
120 100 Stomach, Tail 120 when making Unarmed Melee Attacks.
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
140 175 Shoulder, Tail 252

48
SKALT DEFOLMA

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
65 50 -- 55 55 1 65 65 1 1 75 40 25 25 60 1 30 55 1 1
+5 -- -- MYTHIC CHARACTERISTICS -- -- +4 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT CATEGORY SIZE LENGTH CATEGORY SIZE
5 meters M Immense (+4) 4.7 meters M Immense (+4)
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Immobile: The Character can’t move from its current location but is Long Tail: The Character’s long tail allows it to Attack as a Half Action
still able to make Melee Attacks within its Melee Reach. with +3 Melee Reach. This Attacks as a tentacle but gains +10 Pierce.
Explosive Spore: As a full Action, the Akrid will throw 5 Explosive Devour: The Character’s mouth allows it to eat a Normal sized
Spores upwards. These will land at the beginning of the Akrid’s next Character as an extended 2 Full Actions. If the Character’s mouth takes
Turn, Scattering 2D10 meters. When they land or come into contact 10 or more Damage, it will spit up the Character it is attempting to eat.
with a non-Akrid Character, they will detonate dealing 4D10+4 If the Character is killed, an eaten Character can be freed. While in the
Damage with 10 Pierce. Each has Blast (5). The Akrid is immune to the stomach of this Character, all eaten Targets take 3D10 Damage each
Damage caused by these Explosive Spores. Explosive Spores will be Turn that ignores Damage Resistance.
instantly destroyed when any Damage is taken. This does not detonate Amphibious: The Character can breathe both air and water.
the Spore. Natural Armor (22): Natural Armor adds to the Character's Damage
Fast Growth: The GM is able to have this Akrid grow from a spore as a Resistance. However, the Natural Armor given is reduced by half for
Full Action. Anything they grow below will be thrown 5+1D10 meters Attacks against the Head and weak points.
into the air. A Skalt should only grow from an Explosive Spore if the EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
launcher of the Spore was killed before the Spore lands. 110 40 Head 68
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
25 15 Tip/Head 75 DEBOUSE

VODOGG

CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR
CHARACTERISTICS 75 65 40 50 35 1 55 65 1 1
STR TOU AGI WFR WFM INT PER CRG CHA LDR +9 -- -- MYTHIC CHARACTERISTICS
55 50 65 15 55 1 25 75 1 1 PHYSICAL ATTRIBUTES
-- -- +2 MYTHIC CHARACTERISTICS HEIGHT CATEGORY SIZE
PHYSICAL ATTRIBUTES 8.3 meters M Massive (+5)
LENGTH CATEGORY SIZE SOLDIER TYPE TRAITS
3.9 meters M Hulking (+3) Sonic Screech: A sound-based beam is fired from the mouth as a Full
SOLDIER TYPE TRAITS Action Attack. This takes 2 Turns to Charge. When fired, it deals
Jumper: This Akrid doubles its Jump and Leap distances. 4D10+30 Damage with a Pierce of 50. All Damage dealt is taken as
Natural Armor (18): Natural Armor adds to the Character's Damage Special Damage instead of Damage to Wounds.
Resistance. However, the Natural Armor given is reduced by half for Natural Armor (35): Natural Armor adds to the Character's Damage
Attacks against the Head and weak points. Resistance. However, the Natural Armor given is reduced by half for
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce Attacks against the Head and weak points.
when making Unarmed Melee Attacks. Scream: The Character is able to scream incredibly loud. Characters
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS within 10 Meters must make a Toughness Test. If Failed, they will be
110 50 Head 66 Stunned for 1D5 of their next Half Actions.
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
250 275 Stomach 144

49
GOONROE VORGG

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
45 65 65 15 50 1 50 65 1 1 85 65 10 25 65 1 25 75 1 1
+6 -- +5 MYTHIC CHARACTERISTICS +12 -- +5 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
LENGTH CATEGORY SIZE HEIGHT CATEGORY SIZE
3.7 meters M Hulking (+3) 7.4 meters L Massive (+5)
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Whips: The Character has tail Whips that deal Tentacle Damage but Crawler: The Character can attach itself to walls and surroundings. No
gain +2 meters to Reach and any successful Attack with them will deal Penalties for Difficult Terrain and gains +40 to Climbing Actions.
an extra 1D10 Damage Dice. When struck, a Target must make a -20 Digging: The Character can dig quickly enough to allow them to move
Strength, Toughness, or Agility Test. If Failed, the Target is sent Prone as a Half Action while digging underground.
to the ground. Natural Armor (40): Natural Armor adds to the Character's Damage
Natural Armor (20): Natural Armor adds to the Character's Damage Resistance. However, the Natural Armor given is reduced by half for
Resistance. However, the Natural Armor given is reduced by half for Attacks against the Head and weak points.
Attacks against the Head and weak points. EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce 210 500 Eye, Joints 132
when making Unarmed Melee Attacks.
Bite: The Character’s Bite is incredibly powerful and will also initiate a
Grapple on a Successful Bite Attack. Bite Attacks gain a +2D10 Damage
Dice to the Attack. These Bite Attacks are a Half Action to perform.
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
160 100 Head, Tentacles 96

WARDEYE GOREVORGG

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
30 25 20 30 30 1 35 30 1 1 85 75 10 25 65 1 25 75 1 1
-- -- +4 MYTHIC CHARACTERISTICS +14 -- +4 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT CATEGORY SIZE HEIGHT CATEGORY SIZE
1.9 meters S Normal (--) 10.2 meters G Massive (+5)
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Natural Armor (12): Natural Armor adds to the Character's Damage Crawler: The Character can attach itself to walls and surroundings. No
Resistance. However, the Natural Armor given is reduced by half for Penalties for Difficult Terrain and gains +40 to Climbing Actions.
Attacks against the Head and weak points. Digging: The Character can dig quickly enough to allow them to move
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce as a Half Action while digging underground.
when making Unarmed Melee Attacks. Natural Armor (46): Natural Armor adds to the Character's Damage
Therma-Spit: As a Full Action, Launches a thermal-based projectile up Resistance. However, the Natural Armor given is reduced by half for
to 20 meters. On impact, Therma-Spit deals 3D10 Damage with a Attacks against the Head and weak points.
Pierce of 12. EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS 240 1,250 Eye, Joints 176
15 25 Head/Mouth 55

50
SIERAGZ TANGAANT

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
55 80 25 25 25 1 25 25 1 1 65 75 30 1 55 1 40 45 1 1
+15 -- +4 MYTHIC CHARACTERISTICS +10 -- +1 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT CATEGORY SIZE LENGTH CATEGORY SIZE
9 meters L Massive (+5) 9.2 meters L Massive (+5)
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Crawler: The Character can attach itself to walls and surroundings. No Stick Spit: As a Full Action, the Akrid fires out an adhesive and
Penalties for Difficult Terrain and gains +40 to Climbing Actions. corrosive liquid from its tail up to 40 meters with the Spread Special
Blast-Spit: As a Full Action, launches 1D10 thermal-based projectiles Rule. This will deal 3D10 Damage with a Pierce of 30 to any Targets
up to 25 meters. On impact, Therma-Spit deals 3D10 Damage with a struck. Each Turn, the Target will take one Damage Dice less from the
Pierce of 15 and Blast (2). Attack until it dissipates at 0D10.
Natural Armor (50): Natural Armor adds to the Character's Damage Stretch Stinger: The Akrid’s stinger is able to stretch up to +6 Melee
Resistance. However, the Natural Armor given is reduced by half for Reach as a Half Action Attack, dealing the Damage of a Claw Attack.
Attacks against the Head and weak points. Natural Armor (17): Natural Armor adds to the Character's Damage
Thorax Hive: The Sieragz has a hive within its Thorax that house Resistance. However, the Natural Armor given is reduced by half for
thousands of Ermmild. At the beginning of the Sieragz’ Turn, 1D5+5 Attacks against the Head and weak points.
Ermmild will leave the hive to protect the Sieragz. Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS when making Unarmed Melee Attacks.
255 1,000 Thorax Hive 356 EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
170 300 Stomach, Tail 148

ERMMILD GENESSA

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
30 15 15 30 30 1 30 30 1 1 30 75 -- -- -- -- -- -- -- --
-- -- +5 MYTHIC CHARACTERISTICS -- -- -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
LENGTH CATEGORY SIZE LENGTH CATEGORY SIZE
0.9 meters S Small (--) 4.5 meters M Immense (+4)
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Flight: Allows the Character to fly at their Movement Speed multiplied Weakness: The Genessa is not immune to the Kill Special Rule.
by 2. Immobile: The Character can’t move from its current location but is
Crawler: The Character can attach itself to walls and surroundings. No still able to make Melee Attacks within its Melee Reach.
Penalties for Difficult Terrain and gains +40 to Climbing Actions. Spawning: The Character is capable of spawning a single Trillid, Sepia,
Suicide Attack: The Ermmild makes Attacks by slamming its body into Sydsepia, Bolsepia, Ermmild, Enbee, Jellite, Parajellite, or Wardeye as
its Target, dealing 3D10+10 Damage with 6 Pierce. This will instantly a Full Action.
kill the Ermmild in the process. If the Attack misses and the Ermmild Natural Armor (26): Natural Armor adds to the Character's Damage
would hit a surface, it will still die. Resistance. However, the Natural Armor given is reduced by half for
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS Attacks against the Head and weak points.
5 5 Bottom half 10 EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
70 200 Hole 180

51
GODON UNDEEP

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
75 50 15 10 50 1 25 75 1 1 75 75 35 10 55 1 55 85 1 1
+16 +8 +6 MYTHIC CHARACTERISTICS +25 -- +3 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
LENGTH CATEGORY SIZE LENGTH CATEGORY SIZE
13 meters G Great (+6) 100 meters G Monumental (+7)
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Crawler: The Character can attach itself to walls and surroundings. No Size: While the Undeep is incredibly large with a total of +25 meter
Penalties for Difficult Terrain and gains +40 to Climbing Actions. Melee Reach due the length of its body, it can only support its body
Natural Armor (40): Natural Armor adds to the Character's Damage out of the ground up to a +10 Melee Reach to make Melee Attacks.
Resistance. However, the Natural Armor given is reduced by half for Lumbering: While the movement of the Undeep isn’t entirely
Attacks against the Head and weak points. considered slow, the size and lumbering nature of the Undeep means
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce it can’t make Evasion Tests and can only make one Attack each Turn.
when making Unarmed Melee Attacks. Natural Armor (46): Natural Armor adds to the Character's Damage
Roll Attack: As a Half Action, the Akrid will begin rolling, which allows Resistance. However, the Natural Armor given is reduced by half for
them to move incredibly fast. The Roll Attack works as a Charge Action Attacks against the Head and weak points.
that doubles their Charge Movement speed. This Charge Attack will Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
deal +1D10 extra Damage. If it strike a hard, strong surface, such as when making Unarmed Melee Attacks.
reinforced wall or rock, it will be Stunned until the beginning of their Digging: The Character can dig quickly enough to allow them to move
next Turn. as a Half Action while digging underground.
Pincer Launch: The Godon’s massive pincers are capable of launching Thermal Pods: The Undeep has 3 Thermal Deposit pods on each side
out as a Full Action, giving +10 meters to Melee Reach for this Attack. of its head. Each of these Pods has 30 Wounds that gain half of the
Afterwards, the pincers will retract back after the Melee Attack is Natural Armor due to being a weak point. When a Pod is destroyed,
made. This will count as a Punch Melee Attack but any Character the Undeep will drop 200 Thermal Energy. Each Pod is 8 meters apart.
struck will need to make a -60 Strength Test. If Failed, the Character Each time a Pod is destroyed, the Natural Armor of the
will be thrown 3D10+10 meters away from the Godon. This Attack will Undeep is reduced by 2.
deal double the total Damage and Pierce as a normal Punch Attack If the Undeep dies, it will drop all undestroyed Pods worth
made by the Godon. of Thermal Energy as well.
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS Echolocation: The Undeep is able to create an echolocation pulse that
245 1,000 Tail 270 allows it to know the location of any Character and Vehicle within a
200 meter radius. This echolocation pulse is incredibly loud and
audible from up to 500 meters away. Characters within 50 meters of
the Pulse will be deafened for 2D5 – Toughness Modifier in Turns, to
a minimum of 2.
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
350 1,000 + Pods Mouth, Pods 316

52
WINDEGA RAIBEON

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
45 35 55 65 45 1 45 40 1 1 45 45 75 65 45 1 45 40 1 1
+10 +10 +3 MYTHIC CHARACTERISTICS +10 +7 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
LENGTH CATEGORY SIZE HEIGHT CATEGORY SIZE
16 meters G Great (+6) 14.8 meters G Great (+6)
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Slow Flight: Allows the Character to fly at their Movement Speed. Flight: Allows the Character to fly at their Movement Speed multiplied
Natural Armor (30): Natural Armor adds to the Character's Damage by 2.
Resistance. However, the Natural Armor given is reduced by half for Crawler: The Character can attach itself to walls and surroundings. No
Attacks against the Head and weak points. Penalties for Difficult Terrain and gains +40 to Climbing Actions.
Impale: As a Full Action, the Windega is able to fire off 8 Ermmild Natural Armor (26): Natural Armor adds to the Character's Damage
from its abdomen. Each Ermmild will target a Character, generally the Resistance. However, the Natural Armor given is reduced by half for
cloest to the Windega. Attacks against the Head and weak points.
Once every minute, the Windega is able to fire off a much Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
larger swarm of Ermmild as a Full Action. This will be a Horde of 20 when making Unarmed Melee Attacks.
Ermmild, which will target the closest Character to the Windega. Blast-Spit: As a Full Action, launches 5 thermal-based projectiles up to
Blast-Spit: As a Full Action, launches 5 thermal-based projectiles up to 60 meters. On impact, Therma-Spit deals 3D10 Damage with a Pierce
60 meters. On impact, Therma-Spit deals 3D10 Damage with a Pierce of 15 and Blast (2).
of 15 and Blast (2). Impale: As a Full Action, the Windega is able to fire off 6 Ermmild
Wing Wind: The Windega is able to flap its wings with incredible from its abdomen. Each Ermmild will target a Character, generally the
strength as a Full Action, strong enough to push back Characters and cloest to the Windega.
VS alike. Characters and VS will be pushed back up to 3D10+10 meters, Once every minute, the Windega is able to fire off a much
-1 meter for every 50 kg they weigh, to a minimum of 10 meters. The larger swarm of Ermmild as a Full Action. This will be a Horde of 20
Character or VS may make a -30 Strength Test. For every Degree of Ermmild, which will target the closest Character to the Windega.
Success, they are able to reduce the distance they are pushed back by Queen’s Call: The Raibeon is able to summon 1D5+5 Raibees as a Full
an extra 2 meters. Action. This can be performed once every 5 Turns.
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
290 1,500 Abdomen 270 295 1,500 Abdomen, Eyes 212

53
QUEEN CHRYATIS GREEN EYE

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
75 65 20 20 60 1 25 80 1 1 85 75 10 25 65 1 25 75 1 1
+20 +10 +2 MYTHIC CHARACTERISTICS +14 -- +4 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT CATEGORY SIZE HEIGHT CATEGORY SIZE
41 meters G Monumental (+7) 15 meters G Great (+6)
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Melee Range: The Character’s limbs are able to reach long distances, Crawler: The Character can attach itself to walls and surroundings. No
increasing its Melee Reach by +5. Penalties for Difficult Terrain and gains +40 to Climbing Actions.
Ground Support: The Character uses their arms to support their body Natural Armor (60): Natural Armor adds to the Character's Damage
weight due to their size. The rest of the body is underground. This Resistance. However, the Natural Armor given is reduced by half for
means that the Character can’t make Evasion Tests. Attacks against the Head and weak points.
Digging: The Character can dig quickly enough to allow them to move Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
as a Half Action while digging underground. when making Unarmed Melee Attacks.
Natural Armor (30): Natural Armor adds to the Character's Damage Thermal Pods: The Green Eye has 4 Thermal Deposit pods on each
Resistance. However, the Natural Armor given is reduced by half for side of its head. Each of these Pods has 30 Wounds that gain half of
Attacks against the Head and weak points. the Natural Armor due to being a weak point. When a Pod is
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce destroyed, the Green Eye will drop 100 Thermal Energy. Each Pod is 2
when making Unarmed Melee Attacks. meters apart.
Freeze Breath: The Character is able to launch a large breath Attack as Each time a Pod is destroyed, the Natural Armor of the
a Full Action. This breath Attack will Attack with the Spread Special Green Eye is reduced by 4.
Rule in a large 45 degree angle out to 100 meters. Every Character and If the Green Eye dies, it will drop all undestroyed Pods worth
VS caught in the Attack will be struck with the Cryo (4) Special Rule and of Thermal Energy as well.
2D10+5 Damage that ignores Armor. Vital Suits and Characters struck Roll Attack: As a Half Action, the Akrid will begin rolling, which allows
will have their Movement Speed halved for 1D5 Turns. them to move incredibly fast. The Roll Attack works as a Charge Action
Sweeping Strikes: The Character makes Melee Attacks using large, that doubles their Charge Movement speed. This Charge Attack will
sweeping strikes that Attack all Targets in front of them. This Attack deal +1D10 extra Damage. If it strike a hard, strong surface, such as
can’t be parried and can only be Evaded. Any Melee Attack made by reinforced wall or rock, it will be Stunned until the beginning of their
this Character is a Full Action Attack. Most Sweeping Strikes made by next Turn.
the Character will strike in a horizontal pattern, allowing for Hovering Frost Launch: The Character launches 6 giant glacial Attacks from its
and Flying Characters and Vital Suits to take advantage of this to move back, each able to Target different Characters and Vital Suits. The Frost
out of the way without needing an Evasion Test. Launch has the Homing Special Rule but move slowly, so they give a
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS +10 to Evade. Each glacial Attack deals 4D10+10 Damage with a Pierce
260 1,500 Shoulder, Eye 228 of 13 and hit with Blast (2). Due to the impact nature of these Attacks,
they do not deal Cryo even though they are incredibly cold-based
Attacks.
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
305 1,000 + Pods Stomach, Joints 190

54
SUPER GENESSA TENCALE

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
80 75 -- -- -- -- -- -- -- -- 75 50 25 45 50 1 80 75 1 1
+12 -- -- MYTHIC CHARACTERISTICS +16 +6 +3 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
LENGTH CATEGORY SIZE HEIGHT CATEGORY SIZE
14.7 meters G Great (+6) 14.1 meters G Great (+6)
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Weakness: The Super Genessa is not immune to the Kill Special Rule. Natural Armor (48): Natural Armor adds to the Character's Damage
Immobile: The Character can’t move from its current location but is Resistance. However, the Natural Armor given is reduced by half for
still able to make Melee Attacks within its Melee Reach. Attacks against the Head and weak points.
Spawning: The Character is capable of spawning 5 Category S Akrid as Stomach Eyes: The Character has large eyes on the bottom of its
a Full Action or spawning a single Category M Akrid as a Full Action. Stomach, allowing it to see directly below it.
Absorbing: If a Character falls into the mouth of the Super Genessa, Ensnaring: The Tencale has 4 tentacle-like appendages that are
the Character will need to make an Opposed Strength Test. If Failed, separated, which dangle directly below it. These tentacles are capable
the Character must Burn a Luck or be absorbed into the Super of Tentacle Melee Attacks and Grappling Tests with a Strength of 60.
Genessa, killing them. Reproductive: The Tencale is able to open its abdomen and release
Natural Armor (56): Natural Armor adds to the Character's Damage 3D5 Bolsepia every 5 Turns.
Resistance. However, the Natural Armor given is reduced by half for Stomp: The Character is able to make Stomp Attacks with extreme
Attacks against the Head and weak points. force. This Stomp is a slow drawback where a leg is brought up fully,
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS and then slammed down. This specific Stomp takes 2 Full Actions to
180 750 Hole 450 perform and will deal +10D10 Damage Dice to the Stomp Attack made.
Destructible: The Tencale’s legs can be destroyed if the Knee
weakpoint on a Leg takes at least 150 total Damage in a Turn.
Regenerative: The Tencale is able to regenerate its legs if they are
destroyed as a Full Action. If multiple legs are destroyed, they can be
regenerated with the same Full Action.
Webbing: The Tencale can fire out webbing at a Target as a Full Action.
Characters struck by the webbing will be rendered Helpless until
someone else frees them with a -10 Strength Test or with a bladed
weapon, which takes an Extended 2 Full Actions. Webbing can be used
once every 4 Turns.
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
325 1,500 Knees, Eyes 256

55
AKRID X RED EYE

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
65 65 45 20 40 35 25 40 1 1 95 95 15 25 65 1 25 75 1 1
+8 +6 +3 MYTHIC CHARACTERISTICS +18 -- +4 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT CATEGORY SIZE LENGTH CATEGORY SIZE
15.8 meters G Great (+6) 35 meters G Great (+6)
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Slow Flight: Allows the Character to fly at their Movement Speed. Crawler: The Character can attach itself to walls and surroundings. No
Melee Range: The Character’s limbs are able to reach long distances, Penalties for Difficult Terrain and gains +40 to Climbing Actions.
increasing its Melee Reach by +4. Natural Armor (80): Natural Armor adds to the Character's Damage
Digging: The Character can dig quickly enough to allow them to move Resistance. However, the Natural Armor given is reduced by half for
as a Half Action while digging underground. Attacks against the Head and weak points.
Natural Armor (32): Natural Armor adds to the Character's Damage Thermal Pods: The Red Eye has 5 Thermal Deposit pods on each side
Resistance. However, the Natural Armor given is reduced by half for of its head. Each of these Pods has 100 Wounds that gain one-third of
Attacks against the Head and weak points. the current Natural Armor due to being a weak point. When a Pod is
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce destroyed, the Red Eye will drop 100 Thermal Energy. Each Pod is 2
when making Unarmed Melee Attacks. meters apart.
Regenerative: The Character is able to regenerate its legs if they are Each time a Pod is destroyed, the Natural Armor of the Red
destroyed as a Full Action. If multiple legs are destroyed, they can be Eye is reduced by 5.
regenerated with the same Full Action. If the Red Eye dies, it will drop all undestroyed Pods worth
Flame Lash: The Character lashes out with a flame-covered arm, of Thermal Energy as well.
adding Flame (2D5) to Melee Attacks it makes. These Attacks are a Full Roll Attack: As a Half Action, the Akrid will begin rolling, which allows
Action to perform. them to move incredibly fast. The Roll Attack works as a Charge Action
Flame Breath: The Character is able to shoot out a cone of Fire with that doubles their Charge Movement speed. This Charge Attack will
Spread Special Rule. This deals Fire (5D10) to all Characters within a deal +1D10 extra Damage. If it strike a hard, strong surface, such as
range of 90 Meters. This is a Full Action move and takes 2 Full Action reinforced wall or rock, it will be Stunned until the beginning of their
to first charge it. It will be obvious when the Character charges this next Turn.
Attack. This Attack takes 4 Turns to recharge after use. Digging: The Character can dig quickly enough to allow them to move
Super Regeneration: When the Akrid is first killed, it will regenerate as a Half Action while digging underground.
as an Extended 5 Full Actions. Once this process is complete, the Akrid Launch Pods: The Character is able to fire Bolsepia from launching
X will be returned back to 150 Wounds but its Natural Armor will be pods on its body. As a Half Action, up to 10 Bolsepia can be launched.
reduced to 20. This can only be performed once every 3 months. It takes 5 Turns to ready more Bolsepia.
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS Summon Scream: As an Extended 2 Full Actions, the Character will
340 2,500 Shoulder, Tail 300 screech. This will summon 5D10+10 Trilid. This can be performed once
every 10 Turns.
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
420 1,500 + Pods Stomach, Mouth 396

56
BAIZTENCALE HIVEEN

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
75 50 25 45 50 1 80 75 1 1 75 75 35 10 55 1 55 85 1 1
+20 +6 +4 MYTHIC CHARACTERISTICS +20 -- +3 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT CATEGORY SIZE LENGTH CATEGORY SIZE
19.2 meters G Great (+6) 60 meters G Monumental (+7)
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Natural Armor (52): Natural Armor adds to the Character's Damage Lumbering: While the movement of the Hiveen isn’t entirely
Resistance. However, the Natural Armor given is reduced by half for considered slow, the size and lumbering nature of the Hiveen means
Attacks against the Head and weak points. it can’t make Evasion Tests and can only make one Attack each Turn.
Stomach Eyes: The Character has large eyes on the bottom of its Natural Armor (46): Natural Armor adds to the Character's Damage
Stomach, allowing it to see directly below it. Resistance. However, the Natural Armor given is reduced by half for
Ensnaring: The Tencale has 4 tentacle-like appendages that are Attacks against the Head and weak points.
separated, which dangle directly below it. These tentacles are capable Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
of Tentacle Melee Attacks and Grappling Tests with a Strength of 60. when making Unarmed Melee Attacks.
Reproductive: The Tencale is able to open its abdomen and release Digging: The Character can dig quickly enough to allow them to move
1D5 Bolsepia every Turn. as a Half Action while digging underground.
Stomp: The Character is able to make Stomp Attacks with extreme Summon Screech: The Character is able to take a Full Action to
force. This Stomp is a slow drawback where a leg is brought up fully, screech, summoning 1D5+4 Tarkaa from within its body.
and then slammed down. This specific Stomp takes 2 Full Actions to Egg Toss: The Hiveen is able to take a Full Actin to spit out 2D10 Tarkaa
perform and will deal +10D10 Damage Dice to the Stomp Attack made. eggs. These eggs will hatch into Tarkaa who will seek out non-Akrid
Destructible: The Tencale’s legs can be destroyed if the Knee targets. These eggs take 5 Turns to hatch and each have 50 Wounds
weakpoint on a Leg takes at least 150 total Damage in a Turn. with no Damage Resistance. This move can be made once every 4
Regenerative: The Tencale is able to regenerate its legs if they are Turns.
destroyed as a Full Action. If multiple legs are destroyed, they can be Inner Mouth: The Hiveen has a secondary mouth within its main
regenerated with the same Full Action. mouth. This secondary mouth is able to stretch out far distances,
Webbing: The Tencale can fire out webbing at a Target as a Full Action. allowing it to make Full Action Bite Attacks with it at a +4 Melee Reach.
Characters struck by the webbing will be rendered Helpless until EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
someone else frees them with a -10 Strength Test or with a bladed 350 1,500 Head, Tail 288
weapon, which takes an Extended 2 Full Actions. Webbing can be used
once every 4 Turns.
EXPERIENCE THERMAL DROP WEAK POINT WOUNDS
395 2,500 Knees, Eyes 296

57

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