1D6 Power: Effect:
1 Teleport Move self anywhere on the map 1D3 times per battle
2 Slow Time Get double Action Points for 1D6 turns. Once per battle
3 Psionic Blast Range = 18’. Damage +1. Ignore Armor. 1D3 times per battle
4 Telepathy Initiative +1D6 and Detect +1D6. Once every 1D3 turns
5 Precognition Initiative +1D6 and Detect +1D6. Once every 1D3 turns
6 Fear Projection Opponent unit in LOS routs for 1D3 turns. 1D6 times per battle
NEOHUMAN RACES
Evolved Neohumans- Have 1D3 rolls on the skill table. Highly intelligent.
Replace physical skills with mental ones. Pacifistic.
Transhuman Supersoldiers- Have 1D3 rolls on the skill table. Highly aggressive.
No Psionics. Superiority complex.
Bioconstructs- Have 1D6 rolls on the skill table. Huge. No Psionics.
Also called Anthro-synthetics.
Bioroids- Have 1D6 rolls on the skill table. Can pass for human.
Short lifespans. Also called replicants.
Replace mental skills with physical ones. Natural Armor +1D6
Clones- Same as Humans. Often have identity issues.
Mutants- Have 1D6 positive rolls and 1D6 negative rolls on the skill table.
Usually Disfigured. Also called Distorts.
Androids- Have 2D6 rolls on the skill table. No Psionics. Very Expensive.
Can pass for Human.
Robots- Have 2D6 rolls on the basic suit system table.
Heavy Worlders- Carry +1, HTH Damage +1, Move -1. Very Short.
Spacers- Accuracy +1, Carry -1, HTH Damage -1.
Tall. Live in low gravity environments.
Cyborgs- Have 1D6 rolls on the basic suit system table.
Also called Dead-Walkers.
FACTIONS
1 Colonial Federation
2 Terran Empire
3 Andromeda Alliance
4 Corporate Mercenaries
5 Fringeworld Pirates
6 Templars of the Church of Mankind
7 Independent Warlords
8 Rebel Worlds
9 Planetary Defense Forces
10 NeoHuman Rebellion
SPACE FANTASY CONVERSION
Space Dwarves- Carry +1, HTH Damage +1, Move -1, Armor +1, Dodge -1.
Space Elves- Carry -1, HTH Damage -1, Move +1, Dodge +1.
Space Orcs- Carry +1, HTH Damage +1, Initiative -1
ALIEN RACES
Breeders- HTH to hit +3, HTH Damage +4, Move +5, Dodge +2, Armor +4
Cunning, Animalistic, Do not use technology.
Tyrants- HTH Damage +3, Move +2. 4 arms: 2 attacks per turn.
Large. Intelligent. Agressive. Biological based technology.
SAMPLE VEHICLES
Hover Cycle- Rider unprotected. 50% of attacks will hit rider. Move = 25.
Ground Bike- Rider unprotected. 50% of attacks will hit rider. Move = 15.
Hover Pod- 1 Rider, 1 Passenger. Unprotected. Move = 20. Mounts 1 Heavy weapon.
Trike- 1 Rider, 1 Passenger. Unprotected. Move = 20. Mounts 1 Heavy weapon.
LAV- Crew of 2. Light Armor. 2 Heavy weapons. Move = 12
APC- Driver & 7 Passengers. Medium Armor. Turret with 2 Dual Heavy weapons. Move = 10.
Raider- Crew of 2. Move = 10. 5 Heavy weapons
Medium Tank- Crew of 3. Move = 10. Medium Armor. 3 Heavy weapons & 1 Large weapon.
Main Battle Tank- Crew of 4. Move = 8. Heavy Armor. 4 Heavy weapons & 2 Large weapons.
Battle Walker- 2 Heavy weapons. 1 Pilot. Move = 12. Armor +9. 5 Rolls on Suit Table.
Crawler- Remote Control. Move = 5. Light Armor. 1 Large weapon.
LARGE WEAPON SYSTEMS
1D6 Weapon Acuracy Damage Range AOA ROF Ammo
1 Missile Racks - * 240 * 1 5
2 Magnetic Autocannon - * 120 * 2 4
3 Particle Accelerator - +7 160 2 2 3
4 Plasma Projector - +10 40 3 1 4
5 High Energy Laser - +5 200 1 2 3
6 Gaussian Field Emitter - * 60 5 1 4
Large weapons are not portable.
They are mounted on vehicles or are considered to be artillery.
Large Weapons that miss will deviate in a random direction (1D12 o’clock) for
a distance of 1D12 Inches.
LARGE MISSILES
1D2 Weapon Damage AOA
1 Plasma +6 7
2 Armor Piercing +15 1
AUTOCANNON SHELLS
1D2 Weapon Damage AOA
1 Armor Piercing +12 1
2 High explosive +5 4
1D6 Type Attacks AOA Pattern Acuracy Damage
1 Smart Bomb 1 5 - +3 +15
2 Precison Strike 2 6 5 +2 +12
3 Barrage 3 8 20 -- +10
4 Strafe 4 4 10 +1 +8
5 Saturation 5 7 5 -1 +6
6 Tac Nuke 1 10/15/20 - -- +50/10/5
These attacks can target any part of the map.
These attacks represent artillery, air strikes, cruise missiles, and orbital strikes.
Pattern- Targeted attacks must be within this distance of each other.
Strafe- The pattern is a line of attack.
It costs a unit one AP to call in a off map strike.
The strike arrives 1D6 turns after being called in.
SAMPLE SQUAD
8 Man Colonial Federation Drop Troop.
All units have Laser pistols and 4 Blast Grenades.
SARGE
Heroic Skills- Natural Leader
Weapon – Bolter Pistol & Chain Sword. Ammo: AP
Armor Systems- High Density Armor, Command Module, Engineering Module,
Battle Computer, Sensor Suite
DOC
Weapon - Gauss Rifle
Armor Systems- Medtech Kit, Stealth Package, Engineering Module,
Scientific Sampler, Sensor Suite
LUCKY
Weapon - Blaster Rifle
Armor Systems- Power Amplifier, Reflex Augmentation x2, Jet Pack, Battle Computer
PUDGE
Weapon - Plasma Rifle
Armor Systems- Built in Grenade Launcher, Force Field, High Density Armor,
Stim Injector, Advanced Exoskeleton
MAC
Weapon - Bolter Squad Gun. Ammo: Tracer
Armor Systems- High Density Armor x3, Sensor Suite, Targeting Computer
HAWK
Weapon - Laser Sniper Rifle
Armor Systems- Stealth Package, Targeting Computer x2, Reflex Augmentation, Sensor Suite
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