Trooper Blood
Trooper Blood
Hunter—Bonus—1 extra skill at start. 1 upgrade [of your choice] to your armor. No penalty.
Nomad
Bonus
• At home in Hell—All location have +1 HP.
• Madness—All your damage rolls get +1 to a single die.
Penalty
• When incapacitated you explode. All foes you can see lose 1 HP to each location. You can't be
revived this mission.
Broken
Bonus
• Dreams of the Hell—You have 3 actions each turn.
• Flesh of the Hell—For 1 action you can lower 1 of your body parts HP by 1 to heal another
location 1 HP.
• Breath in deeply—After a battle where you kill with melee you heal 1 HP to any location.
Penalty
• Weak armor—Torso Ar=3+, Arms and Legs AR=2+.
• Uncontrolled—If you miss with a melee or ranged attack and an ally in both in range and in
front of you roll to see if you hit them instead.
Armor [starting]
Torso—14 HP, Armor 3+/8+
Legs—10 HP, Armor 2+/6+
Arms—8 HP, Armor 2+/6+
Supply Pack—holds 5 items
Legion
Bonus
• No skill picks but get +1 to all skill tests. Flowing mind—Will/San/Res tests get +1 to roll.
• Demon's flesh—Str/IQ/Dx get +1 to rolls.
• Greater then its parts—When heal you heal +1 HP.
Penalty
• slow witted—Go last in combat
• Dissolve—On death vanish and return to base.
Hydra
Bonus
• Fixed form—1 gun arm, 1 melee arm. Move=8, HP=base +50%. Actions=1 for each arm, 1 to
move, and 1 free action [4 in total]. Starting gear—1 dagger, 1 SMG, basic armor.
• Fused souls—Double starting spirit and if earn spirit earn twice as much.
• Bruit—Can use 2 handed weapons with 1 hand
• Flex plate—Ar+1 per location, max=5+
Penalty
• Split focus—Can't earn more actions.
• Broken concentration—Can't use alteration powers but can use spirit to enhance weapons and
refill ammo.
• Big—As are 8' tall may not easily fit every where. If have to crouch move is cut in half.
Armor [starting]
Torso—21 HP, Armor 5+/11+
Legs—15 HP, Armor 4+/9+
Arms—12 HP, Armor 4+/9+
Supply Pack—holds 5 items
Templar
Bonus
• Spirit +5, Move +2, Accuracy +1 with all melee weapons.
Penalty
• Can only use the SMG as a ranged weapon.
Pollyanna
Start with a pistol and a spirit glove. If upgrade so the pistols need no hands can have 2 pistols and 2
gloves.
Bonus
• Spirit +5. Once a turn can use 2 alteration powers as 1 action. If the arm using a spirit glove is
lost can still use alteration powers.
Penalty
• All locations get -2 HP. Can't use melee weapons. Mv -1.
Armor [starting]
Torso—12 HP, Armor 4+/9+
Legs—8 HP, Armor 3+/7+
Arms—6 HP, Armor 3+/7+
Suply Pack—holds 5 items
Homunculus
Bonus—Reconfigure—Can switch the upgrades on their gear between mission.
Artifical—When healed you heal +1HP to a location of your choice.
Self matenounce—If loose a limb can spend 4 actions to restore it to 1 HP.
Penalty—Can't use alterations [can still use spirit on reloads and powering upgrades]. Takes 8 missions
to earn 1 level up.
Halaquin
Bonus—Can walk/crawl over walls and ceilings as if they were flores. Weight dosn't matter.
Bonus—Start with a spirit glove.
Penalty—All locations start with HP -1 and Armor -1.
Penalty—Can't use 2 handed weapons.
Penalty—Takes 2 spirit to relaod a clip.
Armor [starting]
Torso—13 HP, Armor 3+/7+
Legs—9 HP, Armor 2+/5+
Arms—7 HP, Armor 2+/5+
Suply Pack—holds 5 items
Fragel
Bonus—3 actions
Bonus—High HP
Penalty—Low armor and can loose multiple HP
Armor
Torso—20 HP, Armor 3+/7+/12+
Legs—16 HP, Armor 2+/5+/9+
Arms—13 HP, Armor 2+/5+/9+
Suply Pack—holds 5 items
Infernal
Bonus—When move must use all available actions to do so. For each action MV=7 and does so by
telleportation
Bonus—When use 2 actions to attack you get a free attack action.
Penalty—If move use all action or none.
Penalty—Start with only1 action.
Husk
Modification—Only has 1 hit location.
Body—HP=45, AR=3+/10+
-when buy armor upgrades can only buy torso upgrades.
Bonus—When take damage you can loose spirit instead of HP.
Bonus—Switching weapons dosn't cost actions
Penalty—Foes get accuracy +1 to hit you with ranged attacks.
Hunter
Training I—One active statistics gets +1
Training II—One passive statistic gets +1
Spook
Slipping mind—After collect a lost soul you heal all spirit.
General training—One statistic gets a +1
Nomad
Wraith—After dieing you stay around as a vengfull ghost. Each turn choose a foe and make a melee
attack on them. If hits it does 2d6 damage. You can do this once a round.
Broken
Shift matter—You can move up to 3HP from one location to another location on your body for 0
actions, once a turn.
Soul vacume—You can heal 1 HP after a turn when you killed with a ranged weapon or a melee
weapon.
Legion
Refuseal—You can reroll and Will/San/Res test once.
Strengthen—Give a +1 to Will, San, or Res.
Hydra
Adapted—you get 1 free action a turn
Bulky—Get +1 to Str, Dex, or Res
Templer
Meditate—Can spend 1 action to restore 2 spirit.
Split mind—With 2 spirit gauntlets and nano collor level 2 you can use a free action to cast an
alteration ability.
Pollyanna
Restoration—After a battle you can heal 1 HP to a location that has 0 HP
Recovery—After a battle heal 1 spirit.
Homunculus
Surgery—You can reroll any attempt to harvest a core once.
Its mine—You loose 1 less upgrade on death.
Halaquin
Blue candle—Can place a blue candle on the spot your standing for 1 spirit. All foes in R=3 of it glow
blue and become visable as a light sorce. No enomy can hide in its light. Foes can't see the candle or
its light.
The light—You can see in the dark. For 1 action a foe you're looking at becomes a glowing object and
all allies can see.
Fragel
General training—1 statistics gets +1.
Armor Improvement
Torso—AR= 3+/8+/14+
Legs—AR= 2+/6+/11+
Arms—AR= 2+/6+/11+
Infernal
Strong—Can use 2 handed weapons 1 handed.
Magic fusion—If use two actions to do an alteration ability[s] you may use another as a free action.
Husk
Hardy—HP +10
Compleation—In cases where there is a bonus for having a torso, arm, and leg upgrades you get the
bonus for just having the torso upgrade.
Base Statistics
Starting gear
Dagger, SMG, 1 grenade, 1 quick patch
Armor [starting]
Torso—14 HP, Armor 4+/9+
Legs—10 HP, Armor 3+/7+
Arms—8 HP, Armor 3+/7+
Suply Pack—holds 5 items
Advanced Classes
Hound Handeler
-You controll a cyber-hound. They act on your turn.
MV=8, ACT=2, HP=15
AR=5+/10+/20+
Starts with a dagger but can use any 1 handed melee weapon. Can't use altertion powers. If dies you
can remove the AI box. If do it revives when you return to base.
Upgrades [1 core each]
Can buy each upgrade twice.
-Fangs—Melee attacks get pen +1
-Fast—Move +1
-Hard—HP +2
Extermination Force
-Those who fight the big monsters.
>all locations HP +5
>MV+1
>add 1 point to either STR, DX, or RES.
>Hard attacks—All your melee attacks can reroll their damage dice once.
>Large clip—Increase the clip size of your gun[s] by 50%
Cult of Purification
-Dedicated to elliminating the darkness. Trained mentaly to do so.
>add 1 point to Will, SAN, or IQ
>increase your spirit by 25%.
>Choose 1
-Assault—All alteration skills that do damage get +d6 D
-Suport—All non-attack alteration skills cost 1 less spirit. Also when heal an alli with alteration
they heal +1 HP.
Long Watch
-Medics and suport specialists.
>When heal an alli they heal +1 HP
> Allies adjacent to you can spend your spirit as if they were there own.
>All gear costs you 8$ less.
Sky Warden
-Troopers given jet packs for battle.
>can fly at same speed as walk.
>When flying ranged accuracy -1
>Jet pack is semi quiet and has infinit fule.
>If you do a death drop attack increase the foe's HP loss by 50%.
Distroyer
-Heavy weapon specialists ment for taking armored targets or eliminating barriors.
>All locations AR +1 up to a 5.
>When hit by a blast effect roll a RES test. If pass you ignore the blast
>Starts each mission with 2 micro misles
R=30, Sh=1, D=3d10, blast=1
-upgrades for micro missles
-knock down—those in blast pass RES or lose 1 action
-acid coat—those in blast suffer armor burn. They get armor -1 to all locations.
Chemical Warfare
-Equiped with insindiary weapons they burn the enomy.
>All your attacks cause incendiary. It only lasts till next round though. Weapons that cause insindiary
already arn't effected.
>you are immune to insindiary and frost.
Martyr
-Special class for extreamists. Sacrafices its own HP to do special effects.
>cursed bullet—Use before you make a ranged attack. It costs 2 HP from body location[s]. If hits foe
earns corruption.
>Crash—Costs 1 spirit and 1 HP from each location. If your next melee attack hits the foe gets
condemned.
>Armor cracker—Costs 2 HP to use. If next melee attack hits foe gets acid.
Heavy Suport
-Given ammo backpacks to use heavy fire arms longer.
>Can reload the flamer and mini-gun for 2 spirit.
>Start each mission with 1 free RPG.
Scout
-modified armor to move silently and unnoticed
>Can run silently
>When fire a gun can fire a single shot silently and with no flash.
>hard to spot in low light
>Melee damage +d6 on supriesed foe
Pentanience
-Sacrafices defense and ranged fire power to maximise melee power.
>All areas armor -1 [min=2+]. All areas -1 HP
>Must use a 2 handed melee weapon and can't use 2 handed guns.
>On a melee attack any die that fails its armor roll still cause 1 HP loss.
Judgernaught
-special damge resistence armor. Slow but hardy.
>Move -1
>any time you would lose 2 or more HP to an attack lose 1 less. IE if lose 3 HP lose just 2. If the
attack hit multiple locations you chose which one looses 1 less.
Changling
For 2 actions can change your shape to look like an innatimate object. Unless a foe sees you change
shape they won't know its you. Can still see and talk via radio.
Sinner
requiers—Heritic and inner child.
You can use the following abilities on a mission. Can only use 1 every 10 turns. Can use each power
once a mission and up to 4 a mission. Each lasts 1 round.
• Sloth—This round foes can't move and loose 1 action. Can still attack.
• Glutton—After killing a foe instead of searching for a core you or an alli heals to full. Can do
for every kill this round.
• Wrath—All your melee attacks get D +d12 and your shots get penatration +1.
• Greed—Your teams attacks don't cost spirit or ammo this turn.
• Lust—For this round you controll target foe's actions
• Pride—Foes won't dodge giving yout team Acc +4
• Envy—All foes will attack the target foe if can this round.
Holly
Requiers—Blesses and inner child
You get the following bonuses.
-A team member in R=15 heals 1 HP to a location each round
-Foes attacking team members get Acc -1. Effects team mates in R=15
Elder One
Requiers—Lost one and inner child
-You regenerate 1 spirit a turn
-Foes in R=15 can't heal.
Reaver
You can carry a 1 hand gun on your shoulder. These leaves your hands free to use a 2 handed melee
weapon.
Wraith
-Every 2 non-attack actions you make you recover 1 spirit.
-Alteration level +1
-penalty—All locations -1 HP