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Heckdivers

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0% found this document useful (0 votes)
45 views19 pages

Heckdivers

Uploaded by

Le Red
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Alpha Test

HE c k DIVERS
A Fan-Made Tabletop Roleplaying Game in the Helldivers Universe

A 100DOS expansion to be used with the Mythic 6.2 Handbook.

This is, in no way, endorsed by Arrowhead Game Studios or Sony Interactive All Rights of Helldivers, its Characters, Locations, and Terms are copyright of
Entertainment. Arrowhead Game Studios.

This is a free product. If you paid for this product, you have been scammed And a big thanks to Arrowhead Game Studios for a great game and a fun
and should seek to refund your money. experience overall.

1
Contents
PLAYING HELLDIVERS .................................................................................................................................................3
HELLDIVER .................................................................................................................................................................4
SPECIALIZATION PACKS .......................................................................................................................................5
LIMITED PACKS ...................................................................................................................................................5
THE ARMORY .............................................................................................................................................................6
PISTOLS ..............................................................................................................................................................6
SMGs .................................................................................................................................................................6
RIFLES ................................................................................................................................................................6
SNIPER RIFLES .....................................................................................................................................................6
MACHINE GUNS ..................................................................................................................................................6
AUTOCANNONS ..................................................................................................................................................6
FLAMETHROWERS ..............................................................................................................................................6
SHOTGUNS .........................................................................................................................................................7
ENERGY WEAPONS .............................................................................................................................................7
EXPLOSIVE LAUNCHERS ......................................................................................................................................7
MELEE WEAPONS ...............................................................................................................................................7
GRENADES..........................................................................................................................................................8
AUTOMATED SENTRY .........................................................................................................................................8
EMPLACEMENT SENTRY ......................................................................................................................................8
GUARD DOG DRONES .............................................................................................................................................9
HELLDIVER ARMOR ................................................................................................................................................9
EQUIPMENT ...........................................................................................................................................................9
STRATAGEMS........................................................................................................................................................... 10
ORBITAL STRATAGEMS ......................................................................................................................................... 10
EAGLE STRATAGEMS ............................................................................................................................................ 11
ENGINEERING, WORKSHOP, AND EQUIPMENT STRATAGEMS ................................................................................ 11
VEHICLES ................................................................................................................................................................. 13
BESTIARY ................................................................................................................................................................. 14
TERMINIDS........................................................................................................................................................... 14

2
PLAYING HELLDIVERS STRATAGEMS
Helldivers is a fan-made Tabletop Roleplaying Game expansion set in Stratagems are ordinance and other combat options available for the
the Helldivers Universe. The system the game runs on is 100DOS, a Characters to unlock via purchase. Once a Stratagem is purchased, the
D100 game system designed by Brandon ‘Vorked’ Miller. Character will have permanent access to it, allowing them to use it in
To properly play Helldivers, you must use the Mythic 6.1 or any Mission.
6.2 Tabletop Game Handbook for the game’s rules. This is effectively Some Stratagems have a set amount of uses per each
an expansion of Mythic. mission, meaning that once a Character has used up their allotment
of that Stratagem during a mission, they will not be able to use it
COMPATIBILITY anymore.
Helldivers, alongside any 100DOS game, is fully compatible with any
other 100DOS game, splatbook, or expansion. There are many EAGLE STRATAGEM REARMING
crossover options for players and GMs to use, as well as using rules Eagle Stratagems are capable of being Rearmed, allowing the
from other 100DOS games. Character to gain a second set of the Stratagem after a 10 Turn
Rearming period. Once the 10 Turns have passed, the Character
UNIQUE MECHANIC: PARTY LUCK regains full access to the Stratagem again. This can only be done once
After Character Creation, all of the Characters will gain a set of extra per Mission and can only be done when the Stratagem is out of uses.
10 Luck to be Burnt only to revive Characters during a mission. All
Player Characters will use this Luck and this Luck will be used first HELLDIVER COMMAND STRATAGEMS
before any personal Luck is used. This Luck cannot be used for Helldiver Command Stratagems are extra Stratagems that the
anything other than calling back in a Character who has died. Characters get access to during a mission. These can be selected by
the GM and will expand the amount of Stratagems offered during a
BURNING LUCK single mission. These cannot be used outside of the mission and the
When a Player Character needs to Burn Luck to survive, their Characters are not allowed to keep them.
Character is considered dead until another Player Character calls in
for support, allowing the Character to launch back into the fight with STARTING EQUIPMENT
a Hellpod. Characters that are called in using Hellpods gain all of their Starting Equipment is different in Helldivers than it is in other 100DOS
Starting Equipment and ammunition back. games. Characters will gain their choice of Starting Equipment that
will be used in their mission, just like Equipment Packs. However, in
HI, I’M PAUL Helldivers, the Characters are able to choose between any of the
As an optional rule, the GM may have any Character who Burned Luck weapons they have purchased using their cR. All weapons will
to survive have to change their in-game Character name. regenerate their ammunition and non-Special Ammunition between
missions and when a Character has Burned their Luck to return to
KILL YOUR PLAYERS battle.
The GM should make sure that they pull no punches but should
always allow a way out. The Players have a larger amount of times BACKPACK EQUIPMENT
they’re able to return from the dead, giving them much more Characters have access to Backpack-based Equipment that limit the
opportunity to continue and finish a mission. Character’s use to only one. If any weapon or equipment list being a
backpack or using a backpack, the Character can only use one at a
WHEN ALL IS LOST time.
When all Characters have died and they have Burnt all of their Luck in
during a mission, the Characters will continue to be able to play. First DESTROYED EQUIPMENT
the Players must change their Characters’ names and reset their Luck Equipment and Weapons that have been destroyed can be called
back to 6. Then, the GM may choose to select 4 Characteristics that back in after 30 Turns (5 minutes) of the start of a Mission or since the
must have be swapped with each other, including any Characteristic last time the Equipment have been called in using a Hellpod.
Advancements. This is to signify that these are new Characters the
Players are technically playing. If the GM wants to be nice, they may ARMOR
ignore swapping Characteristics. Helldiver Characters begin with access to all three types of Armor,
If all Characters die but have completed their mission Lightweight, Medium, and Heavy. The Character may choose which
objectives, the Characters should still gain their Experience and cR Armor they are deploying with between Missions and after Burning
payout from the mission. The GM may choose to reduce the Luck to survive and reenter combat.
Experience and cR by 15%, rounding down.
ARMOR VARIANTS
HELLPODS Armor Variants cost cR and can have up to two installed per Armor.
Hellpods are a single-occupant drop pod that is used to drop in Each installed Variant increases the Armor’s Weight by 10 kg. Once a
Characters, Equipment, Weapons, and Turrets. Hellpods take 3 Turns Variant is purchased, it can be installed and removed from Armor
to arrive after being called in and will land with pinpoint accuracy on freely while between missions.
the beacon that was thrown.
EXECUTIONS
BEACONS All Helldivers must wear capes and all Armor comes with a cape. If
Beacons are a small handheld device that glows blue for Character your Character doesn’t want a Cape, the GM must have the Character
reinforcements, and red for equipment, weapons, turrets, and more. executed after returning from the mission.
Beacons must be thrown to activate and will be thrown as If a Character has been heard sympathizing with any enemy,
if they were a grenade. This means that a Character must make a enemy faction, or have spoken out against managed democracy, the
Warfare Melee Test, allowing the Beacon to Scatter on failure. GM must have the Character executed after returning from the
mission. Other Players may execute them, as well.

3
HELLDIVER

CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR
25 25 25 25 25 25 25 25 25 25
TIER: 1 EXPERIENCE COST: 0
UPBRINGING: Any TRAINING: Basic and Infantry
PHYSICAL ATTRIBUTES
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal
SOLDIER TYPE TRAITS
The Helldiver begins with no Equipment Packs, Skills, Abilities, or
Characteristic Advancements.
SQUAD UP: When making Combined Actions with other members of
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The
Characters also gain a +10 Bonus to Warfare Melee and Warfare
Range Tests when taking Combined Actions.

STARTING ARMOR
The Helldiver chooses a Helldiver Armor of their choice at Character
Creation. Other sets of Armor can be purchased afterwards.

STARTING EQUIPMENT
The Helldiver gets 110 cR to choose up to 3 weapons: a Primary, a
Secondary, and a Support. The Character will begin with 4 of their
selected Grenade and 4 Stims.
The unspent starting cR given for weapons can be kept after
Character Creation.
PRIMARY WEAPONS: Primary Weapons include Rifles, Shotguns,
SMGs, and Sniper Rifles.
SECONDARY WEAPONS: Secondary Weapons include Pistols.
SUPPORT WEAPONS: Machine Guns, Flamethrowers, Autocannons,
Energy Weapons, and Explosive Launchers.

POST-CHARACTER CREATION CR
cR is used to purchase the ability to use Stratagems while in a mission.
These Stratagems are unlocked and allow to be used in an unlimited
amount of missions, though some will have a limited amount of uses
in each mission being run.
The Character begins with 1,200 cR to select their
Stratagems or Weapons and Equipment.

TO DO:
• Terminid weight and height
• Helldiver Soldier Type character art
• APC vehicle
• Robots (after initial alpha)
• Illuminate (after initial alpha and Illuminate release)

4
SPECIALIZATION PACKS
BATTLEFIELD MEDIC HEAVY WEAPONS RECON/INFILTRATION
ABILITY SKILL ABILITY SKILL ABILITY SKILL
Cynical Investigation Always Ready Athletics Always Ready Athletics
Stabilization Medication Gather Senses Intimidation Eagle Eye Camouflage
Under Control Technology Heavy Preparation Survival Exceptional Hearing Investigation

CLOSE QUARTERS LOGISTICS RESOURCE/SUPPORT


ABILITY SKILL ABILITY SKILL ABILITY SKILL
Disarm Athletics Chosen Education +5 Cryptography +2 Support Points Investigation
Evasive Maneuvers Investigation Exceptional Hearing Security Chosen Education +5 Security
Hand-To-Hand Basics Survival One Enemy Language Technology Quick Draw Technology

DEMOLITIONS MARKSMAN TECHNICIAN/COMMS


ABILITY SKILL ABILITY SKILL ABILITY SKILL
Eagle Eye Athletics Clear Target Athletics Alien Tech Command
Gather Senses Demolitions Eagle Eye Camouflage Battle Mind Investigation
Under Control Investigation Marksman Navigation One Enemy Language Technology

DUELIST POINT MAN VEHICLE EXPERT


ABILITY SKILL ABILITY SKILL ABILITY SKILL
Battle Mind Evasion Fast Foot Athletics Eagle Eye Navigation
Akimbo Stunting Gather Senses Investigation Gather Senses Pilot (Air or Ground)
Denial Survival Resilient Survival Mobile Fire Technology

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.
Order of Things Appeal E- 6 should be the commonly given Rank to be above the rest of the Party.
Reliable Reputation Command 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 increased
Under Control Investigation rank of O-5, but this is not completely common.

MEDICAL PHYSICIAN MILITARY SPECIAL


ABILITY SKILL Those who specialize in Medical practices are joined into the Medical Corps of their respective Military. Those currently
Cynical Investigation enlisted and either in training or are still early within the ranks begin as an O-1. After completing 17 Months as the
Medical Specialization Pack, the Character is ranked up to O-3.
Stabilization Medication 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 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
THE ARMORY

PISTOLS
P-19 Redeemer Auto (9) Weight (1.5 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Pistol 3D10 +4 6 10m-65m 31 4 Half Actions 9x19mm 40
[UD] [OH]. Comes with: Red Dot Sight. -10 Penalty To Hit.

P-2 Peacemaker Semi-Auto (3) Weight (1.1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Pistol 3D10 +4 6 30m-100m 15 4 Half Actions 9x19mm 24
[UD] [OH].

P-4 Senator Semi-Auto (2) Weight (1.4 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
Pistol 3D10 +11 4 20m-90m 15 Single-Loading 12.7x40mm 24
[UD] [OH]. Headshot Special Rule. A revolver handgun.

SMGS
SMG-37 Defender Auto (6) Weight (1.8 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
SMG 3D10 +1 11 20m-250m 31 5 Half Actions 5.7x28mm 36
[UD] [OH]. Comes with: CQB Sight.

MP-98 Knight Auto (10) Weight (2.1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
SMG 3D10 +1 12 20m-180m 50 5 Half Actions 5.45x39mm 45
[UD] [OH]. -15 Penalty To Hit. Comes with: CQB Sight.

RIFLES
AR-23 Liberator Semi-Auto (2), Auto (7), Burst (3) Weight (3.6 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Rifle 3D10 +6 12 30m-400m 45 6 Half Actions 7.62x51mm 34
[UD] [TH]. Comes with: 2x Scope.

R-63 Diligence Semi-Auto (3) Weight (3.6 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Rifle 3D10 +11 13 65m-900m 20 6 Half Actions 9.2x65mm 50
[UD] [TH]. Headshot Special Rule. Comes with: 4x Scope.

SNIPER RIFLES
R-63CS Diligence Counter Sniper Semi-Auto (2) Weight (6.7 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Sniper Rifle 3D10 +12 14 70m-1,100m 20 8 Half Actions 9.2x65mm 66
[UD] [TH]. Penetrating, Headshot Special Rule. Comes with: 8x Scope.

APW-1 Anti-Materiel Rifle Semi-Auto (1) Weight (8.4 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Sniper Rifle 3D10 +18 14 100m-1,500m 7 8 Half Actions 12.7x108mm 129
[UD] [TH] [HW]. Penetrating, Kinetic, Headshot, Long barrel Special Rule. Comes with: 5x/10x Scope, Bipod.

MACHINE GUNS
MG-43 Machine Gun Auto (9) Weight (7.9 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
General Machine Gun 3D10 +17 12 45m-940m 150 15 Half Actions 12.7x99mm 83
[UD] [TH] [HW]. Long barrel -10 Penalty To Hit unless used while Prone. Comes with: 2x Scope, Bipod.

M-105 Stalwart Auto (11) Weight (5.2 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Light Machine Gun 3D10 +8 14 35m-650m 250 11 Half Actions 7.62x56mm 83
[UD] [TH] [HW]. -10 Penalty To Hit unless used while Prone or braced against a surface. Comes with: 2x Scope, Bipod.

AUTOCANNONS
AC-8 Autocannon Auto (4) Weight (12.9 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Autocannon 4D10 +15 15 65m-800m 10 15 Half Actions 25x122mm 144
[UD] [TH] [HW]. Penetrating, Kinetic, Headshot, Long barrel Special Rule. Blast (3), Kill (1),

FLAMETHROWERS
FLAM-40 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 ChemSpray Tank 44
[I] [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.

6
SHOTGUNS
SG-8 Punisher Pump-Action (2) Weight (3.6 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
Shotgun 3D10 +7 5 15m-75m 16 Single-Loading 12 Gauge 45
[UD] [TH]. Spread Special Rule. Comes with: CQB Sight.

SG-225 Breaker Semi-Auto (2), Auto (5) Weight (4.2 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Shotgun 3D10 +7 5 10m-55m 13 Single-Loading 12 Gauge 44
[UD] [TH]. Spread Special Rule. Comes with: CQB Sight.

ENERGY WEAPONS
LAS-5 Scythe Sustained (6) Weight (5.2 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BATTERY RELOAD AMMUNITION PRICE
Energy Weapon 2D10 +10 21 25m-840m 100 11 Half Actions Battery 44
[UD] [TH]. Cauterize Special Rule. Comes with: Red Dot Sight.

PLAS-1 Scorcher Semi-Auto (2) Weight (5.2 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Energy Weapon 2D10 +8 16 15m-840m 15 11 Half Actions Battery 45
[UD] [TH]. Flame (1D10), Cauterize, Blast (1) Special Rule. Comes with: Red Dot Sight.

ARC-3 Arc Thrower Semi-Auto (2) Weight (5.2 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BATTERY RELOAD AMMUNITION PRICE
Energy Weapon (X)D10 +8 16 10m-60m 100 11 Half Actions Battery 48
[UD] [TH]. Electrified (5D10), Spread, Homing Special Rule. -10 Penalty To Hit. Can fire without Charging, but each Charge (X) adds +1D10 Damage Rice to the Attack, to a maximum of +2D10.
Without Charging, this Weapon deals 2D10 Damage Dice. Will deal half of its Damage to any Characters and metallic objects within 1 Meter of a Character that was dealt Damage. This can arc up
to 3 times.

EXPLOSIVE LAUNCHERS
JAR-5 Dominator Semi-Auto (2) Weight (6.0 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Grenade Launcher 3D10 +9 14 35m-400m 15 8 Half Actions 20mm Grenade Round 72
[UD] [TH] [HW]. Blast (2), Kill (1). Comes with: 4x Scope.

EAT-17 Expendable Anti-Tank Semi-Auto (1) Weight (7.1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
Rocket Launcher 3D10 +24 17 30m-300m 1 -- 84mm Rocket 36
[UD] [TH] [HW]. Blast (8), Kill (3). A single-use rocket launcher that comes in sets of 2. Cannot be reloaded.

GL-21 Grenade Launcher Semi-Auto (1), Auto (4) Weight (5.9 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Grenade Launcher 3D10 +9 12 10m-40m 10 8 Half Actions 40mm Grenade 57
[UD] [TH]. Blast (5), Kill (2).

GR-8 Recoilless Rifle Semi-Auto (1) Weight (8.3 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
Rocket Launcher 3D10 +21 16 45m-800m 1 -- 75mm Rocket 86
[UD] [TH] [HW]. Blast (7), Kill (4), Long barrel Special Rule.

FAF_14 Spear Semi-Auto (1) Weight (9.1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
Missile Launcher 3D10 +28 18 75m-1,200m 1 -- 90mm Missile 86
[UD] [TH] [HW]. Blast (12), Kill (5), Homing, Vehicle lock, Long barrel Special Rule.

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
[PD] [SD] [DW]. 36.5cm long Military Combat knife. Non-reflective, rust resistant. Weighted for throwing.

Ballistic Shield Backpack Riot Shield Weight (7.6 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Melee Shield 3D10 +7 +Full Strength Modifier -- +1 33
[BD] [HW]. A Ballistic Shield that can fold into a backpack as a Half Action. Provides 20 Armor and has 300 Breakpoints. The Ballistics Shield acts as mobile cover. Has a hardened plastic window
to see through. The Shield covers 4 Locations for Normal sized Characters. One Attack per Half Action when making Melee Attacks.

Police Baton Weight (1 KG)


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

Military 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
[OH]. Sharpened and small collapsible Military Shovel. Doubles as an emergency melee weapon by design.

7
Sledge Hammer Weight (9.1 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Hammer 4D10 +22 +Full Strength Modifier -- +1 47
[BD] [HW]. Slow and Stun (3) Special Rule. A large breeching hammer designed for forceful entry.

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

G-16 Impact Grenade Impact Weight (0.4 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 3D10 +9 12 Blast (8), Kill (2) 14
[OH]. When used, the Character must make a +30 Strength Test. If Successful, the Grenade will impact detonate at the beginning of the Character’s next Half Action. If Failed, or if the Grenade
did not impact (such as being rolled or landing softly), the Grenade will detonate at the beginning of the Character’s next Turn. This Grenade gains no benefits from Cooking.

G-12 High Explosive Grenade H-E Weight (0.5 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 2D10 +9 22 Blast (6), Kill (3) 10
[OH]. The Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn.

G-10 Incendiary Grenade Incendiary Weight (0.5 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 1D10 +9 9 Blast (7), Kill (1) 8
Flame (1D10). The Incendiary Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn.

G-3 Smoke Grenade Frag Weight (0.5 KG)


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

AUTOMATED SENTRY
A/MG-43 Machine Gun Sentry Auto (9) Weight (37.9 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
General Machine Gun 3D10 +18 13 45m-940m 600 15 Half Actions 12.7x99mm 184
Long barrel Special Rule. Automated Turret that has a 70 Warfare Range and 80 Perception. Will still fire if a Friendly IFF tag is in the way of its target. Destroys self once ammo has been depleted.

A/G-16 Gatling Sentry Auto (13) Weight (40.9 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Autocannon 3D10 +9 14 30m-800m 700 15 Half Actions 7.62x54mm 191
Long barrel Special Rule. Automated Turret that has a 70 Warfare Range and 80 Perception. Will still fire if a Friendly IFF tag is in the way of its target. Destroys self once ammo has been depleted.

A/AC-5 Autocannon Sentry Auto (4) Weight (42.9 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Autocannon 4D10 +15 15 70m-1,000m 40 15 Half Actions 25x145mm 245
Penetrating, Kinetic, Headshot, Long barrel Special Rule. Blast (3), Kill (1). Automated Turret that has a 70 Warfare Range and 80 Perception. Will still fire if a Friendly IFF tag is in the way of its
target. Destroys self once ammo has been depleted.

A/MLS-4X Rocket Sentry Semi-Auto (1) Weight (37.1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Rocket Launcher 3D10 +24 17 30m-300m 16 13 Half Actions 84mm Rocket 185
Blast (8), Kill (3). Automated Turret that has a 70 Warfare Range and 80 Perception. Will still fire if a Friendly IFF tag is in the way of its target. Destroys self once ammo has been depleted.

A/M-12 Mortar Sentry Semi-Auto (1) Weight (41.4 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Rocket Launcher 3D10 +21 15 30m-600m 16 8 Half Actions 85mm Mortar Grenade 182
Blast (6), Kill (4). Automated Turret that has a 70 Warfare Range and 80 Perception. Will still fire if a Friendly IFF tag is in the way of its target. Destroys self once ammo has been depleted. A
mortar that fires directly into the air to land onto a target. Cannot be used indoors unless the ceiling is higher than 80 Meters. Will strike behind Cover with a -10 Penalty To Hit Test.

A/M-23 EMS Mortar Sentry Semi-Auto (1) Weight (41.4 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Rocket Launcher 3D10 +21 15 30m-600m 16 8 Half Actions 85mm Mortar Grenade 198
[UD] [TH] [HW]. Blast (8), Kill (3). Characters caught within its Blast Radius will have their Movement Speed reduced by half. Automated Turret that has a 70 Warfare Range and 80 Perception.
Will still fire if a Friendly IFF tag is in the way of its target. Destroys self once ammo has been depleted. A mortar that fires directly into the air to land onto a target. Cannot be used indoors unless
the ceiling is higher than 80 Meters. Will strike behind Cover with a -10 Penalty To Hit Test.

EMPLACEMENT SENTRY
E/MG-101 HMG Emplacement Auto (6) Weight (47.9 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Heavy Machine Gun 4D10 +24 22 60m-1,100m 250 15 Half Actions 30x173mm Shell 130
[TH] [HW]. Penetrating, Kinetic, Headshot, Long barrel Special Rule. The HMG Emplacement cannot be moved from its position and the Character must use it by sitting in the seat. The HMG can
only turn up to 45 Degrees per Half Action. The HMG has 200 Breakpoints and 15 Armor.

8
GUARD DOG DRONES
CHARACTERISTICS
WEAPON MOVEMENT ARMOR BREAKPOINTS PRICE
AR-23 20 MpT 15 80 80 cR
LAS-5 20 MpT 15 80 90 cR
PHYSICAL ATTRIBUTES
HEIGHT 78 cm
WEIGHT 45 kg
SIZE Small
DRONE TRAITS
Combat Protocol: The Guard Dog Drone has an AR-23 Liberator or an LAS-5
Scythe. It reloads these Weapons as a Full Action. The Guard Dog will attack any
Opponent within 20 Meters and will not stop firing even if an Ally is in the way.
Evasive: The GREMLIN Drone is Small, meaning it is already at a -5 To Hit. On top
of that, the GREMLIN Drone has an Evasion Test of 70 to evade Attacks.
Backpack: The Guard Dog comes with a Backpack that must be worn. This is what
lets the Guard Dog know where its User is and how it charges itself.

HELLDIVER ARMOR

ARMOR MASS ARMOR RATING SPECIAL CAPABILITY


Lightweight Armor 19 kg HEAD ARMS CHEST LEGS • Armor holds 4 Stims and 4 Grenades.
19 18 19 17 • Lightweight Armor gives +5 to Agility when worn.
Medium Armor 25 kg HEAD ARMS CHEST LEGS • Armor holds 4 Stims and 4 Grenades.
20 19 21 19 • Standard Armor
Heavy Armor 31 kg HEAD ARMS CHEST LEGS • Armor holds 4 Stims and 4 Grenades.
22 22 24 23 • -5 Penalty to Reactions and -10 Penalty to Agility Characteristic

VARIANT DESCRIPTION PRICE


Engineering While Crouching or Prone, gain +5 To Hit. Armor can hold up to 6 Grenades. 46 cR
Med-Kit Armor can hold up to 6 Stims. Stims will heal +5 Wounds with each use. 55 cR
Democracy Protects Once only, if the Character would go Unconscious or Die from an Attack, the Character will stay at 1 Wound. 60 cR
Fortified Character ignores the extra Damage caused by Kill Radius. -10 to Agility. 75 cR
Scout Gives the User a +30 Bonus to Camouflage and Athletics Tests used for stealth. 79 cR
Extra-Padding Gives the User +4 to all Armor Locations. 78 cR
Servo-Assisted +25 to Strength when finding Throwing distance. Gives User +3 Strength Modifier for Melee Attacks. 77 cR

EQUIPMENT

BACKPACKS ABILITY WEIGHT COST


The Jump Pack allows the Character to boost, multiplying their Jump Height by 10. The Jump 12.7 Kg 100 cR
Pack may also allow the User to hover in place for a Full Action. And finally, the Jump Pack can
Jump Pack
be used to stop Falling Damage. Each of these uses will force the Jump Pack to recharge for 2
Turns.
Shield Generator The Shield Generator Pack is a backpack that creates an Energy Shield around the User. This has 10.4 kg 120 cR
Pack a Shield Integrity of 100, a Recharge of 100, and a Delay of 15.
A backpack that holds 4 full sets of Ammunition for whoever takes from it. Each use will 14.5 kg 120 cR
Supply Pack
completely refill a User’s magazines for their Weapons and 2 Grenades.

BALANCING TURNS
SECONDS TURNS
15 5
75 7
80 8
100 9
120 10
150 11
180 12
210 13
240 14
300 15
480 16
600 20
(once a stratagem is purchased, it can be used in a mission multiple times. Price is a one-time purchase) [Price = game cost /15]
9
STRATAGEMS

ORBITAL STRATAGEMS
Orbital Stratagems cannot be Rearmed.

Orbital Precision Strike


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem 5D10 +20 24 1D5 Scatter 1 Turn 1 Half Action 9 Turns Unlimited 260
Quickly drops a single large explosive that Scatters 1D5 Meters. Blast (15), Kill (5).

Orbital Gas Strike


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem -- -- -- 30 Meter Radius 1 Half Action 16 Half Actions 7 Turns Unlimited 260
Quickly drops a large gas bomb that deals 2D5 Damage, ignoring Armor Resistance, for each Half Action a Character is inside the gas. The gas is ineffective against Characters with vacuum-sealed
suits and against robotic Characters.

Orbital Smoke Strike


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem -- -- -- 30 Meter Radius 1 Half Action 10 Turns 9 Turns Unlimited 260
Quickly drops a large Smoke Bomb with Smoke (30) Special Rule with a 30 Meter radius. Lasts for 10 Turns before beginning to dissipate.

Orbital Gatling Barrage


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem 3D10 +20 24 30 Meter Radius 1 Turn 1 Half Action 8 Turns Unlimited 260
Each Character within the Radius must make a -40 Evasion Test. If Successful, the Character will not be struck. If failed, the Character gets struck. For every Degree of Failure, the Character will
be struck another time. Each strike against a Character has Blast (1).

Orbital Airburst Strike


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem (X)D10 +27 10 (X) Meter Radius 1 Turn 1 Half Action 10 Turns Unlimited 260
Each Character within the Radius are struck by a shotgun-like blast of shrapnel from above. There are three radiuses from the initial point of impact. The first is Blast (20), the second is Blast (15),
and the third is Blast (10).
Characters struck by Blast (20) take 4D10 Damage and have a -10 Penalty to Evasion. Characters struck by Blast (15) take 5D10 Damage and have a -20 Penalty to Evasion. Characters
struck by Blast (10) take 6D10 Damage and have a -40 Penalty to Evasion.

Orbital 120mm HE Barrage


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem 4D10 +17 22 3D10 Scatter 2 Turns 3 Turns 14 Turns Unlimited 500
Each Half Action active, the Orbital 120mm HE Barrage will drop 5 explosive shells with a Scatter of 3D10 Meters. The 120mm HE Barrage will be active for the first Half Action of the User’s Turn
for 3 Turns. Blast (6), Kill (3).

Orbital 380mm HE Barrage


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem 4D10 +19 25 5D10 Scatter 2 Turns 4 Turns 14 Turns Unlimited 500
Each Half Action active, the Orbital 380mm HE Barrage will drop 3 explosive shells with a Scatter of 5D10 Meters. The 380mm HE Barrage will be active for the first Half Action of the User’s Turn
for 4 Turns. Blast (12), Kill (5).

Orbital Walking Barrage


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem 3D10 +24 24 2D10 Scatter 2 Turns 6 Turns 14 Turns 3 660
For every Half Action of the User while active, the Walking Barrage will drop 1 explosive shell that Scatters 2D10 Meters away. Each Turn, the Walking Barrage’s target is moved away from the
User by 15 Meters. Blast (13), Kill (6).

Orbital Laser Sustained (4)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem 2D10 +18 80 30 Meter Radius 1 Turn 15 Turns 15 Turns 3 660
Cauterize Special Rule. Blast (1), Flame (2). Once active, the Orbital Laser will track down targeted Characters that are closest to it at the time. The Laser can move at 20 Meters per Turn. The
Orbital Laser has a Blast of (1) and automatically hits a Target that it can reach during the Turn. However, when it strikes, it will always only be considered to have 1 Degree of Success for the
Attack, allowing it to be evaded. Within Blast (2) of the Laser, Characters will receive Flame (1).

Orbital Railcannon Strike


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem 7D10 +58 48 10 Meters Target 1 Half Action 1 Half Action 13 Turns Unlimited 660
Once called in, the Orbital Railcannon Strike will target the largest or strongest Character within a 10 Meter Radius. The Railcannon Strike will prioritize buildings of interest and large-scale
vehicles, Terminids, and buildings of interest. The GM gets to choose, not the Player. Blast (2), Kill (1).

10
EAGLE STRATAGEMS
All Eagle Stratagems have a 10 Turn Rearm that refreshes the Uses left on all Eagle Stratagems. The Rearm can only be used once all Uses have
been depleted from a single Stratagem.

Eagle Strafing Run


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Eagle Stratagem 4D10 +21 13 Carpet (5,15) 1 Half Action 1 Half Action 5 Turns 3 100
All Characters within a 5 Meter width and a 15 Meter length will be struck by the Strafing Run. Characters in the attack area must make a -60 Evasion Test. If Successful, the Character will not be
struck. If failed, the Character gets struck. For every Degree of Failure, the Character will be struck another time.

Eagle Airstrike
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Eagle Stratagem 6D10 +13 19 10 Meter Spread 1 Half Action 1 Half Action 5 Turns 2 260
The Eagle Airstrike strikes 5 times, each at 10 Meters apart, in a straight line. Blast (10), Kill (5). Each strike is pinpoint accurate in its location.

Eagle Airstrike
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Eagle Stratagem 6D10 +13 19 10 Meter Spread 1 Half Action 1 Half Action 5 Turns 2 260
The Eagle Airstrike strikes 5 times, each at 10 Meters apart, in a straight line. Blast (10), Kill (5). Each strike is pinpoint accurate in its location.

Eagle Cluster Bomb


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Eagle Stratagem 4D10 +18 13 30 Meter Radius 2 Half Actions 1 Half Action 5 Turns 4 260
The Eagle Cluster Bomb strikes multiple times in a 30 Meter Radius. Characters within the Radius must make a -40 Penalty Evasion Test. If Successful, the Character is only struck once. If failed,
the Character is struck twice, and any Degrees of Failure will have the Character struck a third time. Each Character struck is targeted by Blast (2), Kill (1).

Eagle Napalm Strike


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Eagle Stratagem 4D10 +10 24 10 Meter Spread 1 Half Action 1 Half Action 5 Turns 2 330
The Eagle Napalm strikes 5 times, each at 10 Meters apart, in a straight line. Blast (10), Kill (5). Each dealing Flame (2D5).

Eagle Smoke Strike


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Eagle Stratagem 4D10 +10 24 10 Meter Spread 1 Half Action 1 Half Action 5 Turns 2 330
The Eagle Smoke strikes 5 times, each at 10 Meters apart, in a straight line. Each strike lands with Smoke (30) Special Rule with a 10 Meter radius. Lasts for 10 Turns before beginning to dissipate.

Eagle 110mm Rocket Pods


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Eagle Stratagem 3D10 +20 18 20 Meter Radius 1 Half Action 1 Half Action 5 Turns 2 500
The Eagle 110mm Rocket Pods targets the largest creature within a 20 Meter radius of the beacon. The 110mm Rocket Pods is Burst (3) with a -35 Penalty to Evasion. Blast (7), Kill (4).

Eagle 500kg Bomb


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Eagle Stratagem 10D10 +26 40 20 Meter Radius 1 Half Action 1 Half Action 5 Turns 1 500
The Eagle 500kg Bomb is a massive pinpoint-accurate bomb that has a large blast. Blast (20), Kill (10).

ENGINEERING, WORKSHOP, AND EQUIPMENT STRATAGEMS


Engineering, Workshop, and Equipment Stratagems cannot be Rearmed.

Automated Sentry Guns


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Workshop -- -- -- -- 1 Turn -- 12 Turns Unlimited --
Quickly launches down a Hellpod with an Automated Sentry of the Player’s choice. The price of the Automated Sentry Gun Stratagem is 0, but can only be used when the Character owns the
chosen Automated Sentry found in the Armory section of the handbook. Each Automated Sentry is purchased separately and the stratagems must be used and tracked separately.

Ballistic Shield Backpack


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Workshop -- -- -- -- 1 Turn -- 15 Turns Unlimited --
Quickly launches down a Hellpod with the Ballistic Shield Backpack. The price of the Ballistic Shield Backpack Stratagem is 0 but can only be used when the Character owns the Ballistic Shield
Backpack found in the Armory section of the Handbook.

Guard Dog
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Workshop -- -- -- -- 1 Turn -- 16 Turns Unlimited (X)
Quickly launches down a Hellpod with the Guard Dog of the Player’s choice. The price of the Guard Dog Stratagem is 0 but can only be used when the Character owns the chosen Guard Dog drone
found in the Equipment section of the handbook. Each Guard Dog Drone is purchased separately and the stratagems must be used and tracked separately.

Patriot Exosuit
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Engineering -- -- -- -- 3 Turns -- 20 Turns 2 (X)
Quickly launches an awaiting aerial vehicle that drops off the Patriot Exosuit. The price of the Patriot Exosuit Stratagem is 0 but can only be used when the Character owns the chosen Patriot
Exosuit found in the Vehicle section of the handbook. Each Patriot Exosuit is purchased separately and the Stratagems must be used and tracked separately.

11
Shield Generator Pack
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Equipment -- -- -- -- 1 Turn -- 16 Turns Unlimited --
Quickly launches down a Hellpod with the Shield Generator Pack. The price of the Shield Generator Pack Stratagem is 0 but can only be used when the Character owns the Shield Generator Pack
found in the Equipment section of the Handbook.

Jump Pack
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Equipment -- -- -- -- 1 Turn -- 16 Turns Unlimited --
Quickly launches down a Hellpod with the Jump Pack. The price of the Jump Pack Stratagem is 0 but can only be used when the Character owns the Jump Pack found in the Equipment section of
the Handbook.

Supply Pack
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Equipment -- -- -- -- 1 Turn -- 16 Turns Unlimited --
Quickly launches down a Hellpod with the Supply Pack. The price of the Supply Pack Stratagem is 0 but can only be used when the Character owns the Supply Pack found in the Equipment section
of the Handbook.

Weapon Pod
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Equipment -- -- -- -- 1 Turn -- 16 Turns Unlimited --
Quickly launches down a Hellpod with a Weapon that is already owned by the Character. The price of the Weapon Pod is 0 but can only be used for Weapons already owned.

HMG Emplacement
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Workshop -- -- -- -- 1 Turn -- 12 Turns Unlimited --
Quickly launches down a Hellpod with the HMG Emplacement. The price of the HMG Emplacement Stratagem is 0 but can only be used when the Character owns the E/MG-101 HMG Emplacement
found in the Armory section of the handbook.

Shield Generator Relay


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Workshop -- -- -- -- 1 Half Action -- 9 Turns Unlimited --
Launches down a Shield Generator Relay that creates an Energy Shield with a massive 5 Meter radius dome around the point of impact. The Energy Shield has a Shield Integrity of 1,000 with no
Recharge and no Delay. The Shield Generator Relay will last for 10 Turns or until the Shield Integrity is reduced to 0.

A/AC-6 Tesla Tower


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Workshop 1D10 +20 40 5 Meters 1 Turn -- 11 Turns Unlimited 500
Cauterize Special Rule. Launches a Hellpod with a built-in A/AC-6 Tesla Tower. The Tesla Tower creates powerful plasma arcs that strikes all Characters that enter its radius unless the Character
is Prone. Characters within the Tower’s Range are struck 2 times per Half Action that cannot be Evaded. The Tower has 100 Breakpoints and 16 Armor. The Tower will run out of Battery after 10
Turns and will deconstruct itself.

MD-6 Anti-Personnel Minefield


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Workshop 3D10 +16 24 10 Meters 2 Turns -- 12 Turns Unlimited 100
Launches a Hellpod with a mine-launching Tower. The minefield created is a 10 Meter radius and any Character that enters that Radius will take two sets of Damage. Once 8 total sets of Damage
have been dealt, the Minefield is depleted. The Tower, itself, will deconstruct itself once the Minefield is deployed. Each set of Damage sets off a Blast (7), Kill (4) Attack.

MD-6 Anti-Personnel Minefield


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Workshop 2D10 +12 28 10 Meters 2 Turns -- 12 Turns Unlimited 260
Launches a Hellpod with a mine-launching Tower. The minefield created is a 10 Meter radius and any Character that enters that Radius will take two sets of Damage. Once 8 total sets of Damage
have been dealt, the Minefield is depleted. The Tower, itself, will deconstruct itself once the Minefield is deployed. Each set of Damage sets off a Blast (7), Kill (4) Attack with Flame (1D10).

12
VEHICLES
EXO-45 Patriot Exosuit

COST DEFEAT EXPERIENCE


715 cR 145 Exp
CHARACTERISTICS
STRENGTH MYTHIC STRENGTH AGILITY MYTHIC AGILITY
35 +12 40 +4
PHYSICAL ATTRIBUTES
LENGTH WIDTH HEIGHT WEIGHT
2.0 M 2.8 M 3.9 M 2.2 Tonnes
CUSTOMIZATION AND SIZE CATEGORY
SIZE POINTS WEAPON POINTS SIZE CATEGORY REACH
2 6 Hulking +3
MELEE
UNARMED PUNCH STOMP
3D10 + (Strength Modifier) 4D10 + (Stomp), Slow Special Rule
CREW AND COMPLEMENT
CREW COMPLEMENT
1 Operator --
BREAKPOINTS
WEP MOB ENG OP HULL
60 110 60 70 150
ARMOR
FRONT BACK SIDE TOP BOTTOM
40 40 40 38 30
INFORMATION
2 Legs, 2 Arms.
STANDARD PATRIOT EXOSUIT COST
[O] EXO/MG-44 Patriot Machine Gun 715 cR
[O] EXO/EAT-12 Patriot Rocket

EXO/MG-44 Patriot Machine Gun Auto (10) Vehicle Weapon


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE LOADER RELOAD AMMUNITION PRICE
General Machine Gun 3D10 +17 12 45m-800m 400 15 Half Actions 12.7x99mm 83
[UD]. The primary weapon of the Patriot Exosuit.

EXO/EAT-12 Patriot Rocket Semi-Auto (1) Vehicle Weapon


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE LOADER RELOAD AMMUNITION PRICE
Rocket Launcher 3D10 +32 19 30m-200m 14 13 Half Actions 90mm Rocket 85
[UD]. The secondary weapon of the Patriot Exosuit.

13
BESTIARY

TERMINIDS

BASIC SCAVENGER POUNCER SCAVENGER


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 5 25 10 20 30 20 15 25 10 30 5 25 10 20 30 20 15
+1 +1 -- MYTHIC CHARACTERISTICS +1 +1 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.) HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.) WEIGHT Kilograms ( lb.)
SIZE Small SIZE Small
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Crawler (Advanced): The Character can attach itself to walls and Crawler (Advanced): The Character can attach itself to walls and
surroundings. No Penalties for Difficult Terrain and gains +80 to surroundings. No Penalties for Difficult Terrain and gains +80 to
Climbing Actions. Climbing Actions.
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 using Unarmed Melee Attacks. when using Unarmed Melee Attacks.
Reinforcements: As an extended 2 Full Actions, the Character can Jump and Leap: The Character doubles their Jump and Leap distance.
alert other allied Characters within a massive 500 Meter radius. The Reinforcements: As an extended 2 Full Actions, the Character can
GM may decide how many Reinforcements and of what kind arrive. alert other allied Characters within a massive 500 Meter radius. The
EXPERIENCE PAYOUT WOUNDS LUCK GM may decide how many Reinforcements and of what kind arrive.
5 36 -- EXPERIENCE PAYOUT WOUNDS LUCK
7 36 --

BILE SPITTER SCAVENGER


CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR
30 10 20 15 15 10 20 30 20 15
-- +1 +1 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.)
SIZE Small
SOLDIER TYPE TRAITS
Crawler (Advanced): The Character can attach itself to walls and
surroundings. No Penalties for Difficult Terrain and gains +80 to
Climbing Actions.
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
when using Unarmed Melee Attacks.
Bile Spray: The Character is able to spit out Acid with the Spread
Special Rule as a Half Action. This deals Acid (5) and reaches out 5
Meters.
Reinforcements: As an extended 2 Full Actions, the Character can
alert other allied Characters within a massive 500 Meter radius. The
GM may decide how many Reinforcements and of what kind arrive.
EXPERIENCE PAYOUT WOUNDS LUCK
8 36 --

14
BASIC WARRIOR HIVE GUARD WARRIOR
CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
35 20 25 5 30 15 20 35 20 20 35 35 20 5 30 15 20 35 20 20
+3 +3 -- MYTHIC CHARACTERISTICS +3 +5 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.) HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.) WEIGHT Kilograms ( lb.)
SIZE Normal SIZE Normal
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Melee Reach: The Character has a Melee Reach of +1. Melee Reach: The Character has a Melee Reach of +1.
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 using Unarmed Melee Attacks. when using Unarmed Melee Attacks.
Natural Armor (18): Natural Armor adds to the Character's Damage Natural Armor (20): Natural Armor adds to the Character's Damage
Resistance. Natural Armor is reduced to 5 when used with Armor. Resistance. Natural Armor is reduced to 5 when used with Armor.
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.
EXPERIENCE PAYOUT WOUNDS LUCK EXPERIENCE PAYOUT WOUNDS LUCK
25 46 -- 25 52 --

BILE WARRIOR
CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR
30 25 25 5 30 15 20 35 20 20
+3 +3 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.)
SIZE Normal
SOLDIER TYPE TRAITS
Melee Reach: The Character has a Melee Reach of +1.
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
when using Unarmed Melee Attacks.
Bile Detonation: On death, the Character will explode into a cloud of
Acid, dealing Acid (5) to all Characters within 1 meter.
Natural Armor (18): Natural Armor adds to the Character's Damage
Resistance. Natural Armor is reduced to 5 when used with Armor.
Crawler: The Character can attach itself to walls and surroundings. No
Penalties for Difficult Terrain and gains +40 to Climbing Actions.
EXPERIENCE PAYOUT WOUNDS LUCK
35 46 --

15
HUNTER STALKER
CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
40 20 45 5 30 20 25 30 20 20 50 40 40 5 30 20 25 30 20 25
+3 -- +1 MYTHIC CHARACTERISTICS +4 +3 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.) HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.) WEIGHT Kilograms ( lb.)
SIZE Normal SIZE Large
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
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 using Unarmed Melee Attacks. when using Unarmed Melee Attacks.
Jumping and Leaping: The Character doubles their Jump Height and Invisibility: The Character can turn invisible, giving them a +50 to
triples their Leaping Distance. Camouflage. The Invisibility is lost when the Character Attacks. It takes
Natural Armor (16): Natural Armor adds to the Character's Damage a Full Action to activate the Invisibility, but a Free Action to disable.
Resistance. Natural Armor is reduced to 5 when used with Armor. Natural Armor (20): Natural Armor adds to the Character's Damage
Crawler (Advanced): The Character can attach itself to walls and Resistance. Natural Armor is reduced to 5 when used with Armor.
surroundings. No Penalties for Difficult Terrain and gains +80 to Crawler: The Character can attach itself to walls and surroundings. No
Climbing Actions. Penalties for Difficult Terrain and gains +40 to Climbing Actions.
EXPERIENCE PAYOUT WOUNDS LUCK EXPERIENCE PAYOUT WOUNDS LUCK
45 40 -- 80 50 --

16
BILE SPEWER WHITE SPEWER
CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
35 45 10 40 30 20 25 40 20 30 35 50 20 40 30 20 25 40 20 30
+3 +4 -- MYTHIC CHARACTERISTICS +3 +5 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.) HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.) WEIGHT Kilograms ( lb.)
SIZE Hulking SIZE Hulking
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Bile Spray: The Character is able to spit out Acid with the Spread Bile Spray: The Character is able to spit out Acid with the Spread
Special Rule as a Half Action. This deals Acid (10) and reaches out 10 Special Rule as a Half Action. This deals Acid (10) and reaches out 10
Meters. Meters.
Bile Detonation: On death, the Character will explode into a cloud of Bile Detonation: On death, the Character will explode into a cloud of
Acid, dealing Acid (5) to all Characters within 2 meters. Acid, dealing Acid (5) to all Characters within 2 meters.
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 using Unarmed Melee Attacks. when using Unarmed Melee Attacks.
Natural Armor (18): Natural Armor adds to the Character's Damage Natural Armor (20): Natural Armor adds to the Character's Damage
Resistance. Natural Armor is reduced to 5 when used with Armor. Resistance. Natural Armor is reduced to 5 when used with Armor.
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.
EXPERIENCE PAYOUT WOUNDS LUCK EXPERIENCE PAYOUT WOUNDS LUCK
105 68 -- 120 76 --

NURSING SPEWER
CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR
35 40 10 40 30 20 25 40 20 30
+3 +3 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.)
SIZE Hulking
SOLDIER TYPE TRAITS
Bile Spray: The Character is able to spit out Acid with the Spread
Special Rule as a Half Action. This deals Acid (10) and reaches out 10
Meters.
Bile Detonation: On death, the Character will explode into a cloud of
Acid, dealing Acid (5) to all Characters within 2 meters.
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
when using Unarmed Melee Attacks.
Natural Armor (16): Natural Armor adds to the Character's Damage
Resistance. Natural Armor is reduced to 5 when used with Armor.
Crawler: The Character can attach itself to walls and surroundings. No
Penalties for Difficult Terrain and gains +40 to Climbing Actions.
EXPERIENCE PAYOUT WOUNDS LUCK
95 64 --

17
CHARGER BEHEMOTH CHARGER
CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
45 50 45 40 30 20 25 40 20 30 45 50 45 40 30 20 25 40 20 30
+4 +8 -- MYTHIC CHARACTERISTICS +4 +8 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.) HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.) WEIGHT Kilograms ( lb.)
SIZE Giant SIZE Giant
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce Natural Weapon: The Character has a large horn that gives the
when using Unarmed Melee Attacks. Character +2 Melee Reach and gives the Character +5 to Damage and
Built Tough: Gives a +40 Bonus to Opposing Grapples or any Actions +8 to Pierce when using Unarmed Melee Attacks.
for falling over. Built Tough: Gives a +40 Bonus to Opposing Grapples or any Actions
Natural Armor (40): Natural Armor adds to the Character's Damage for falling over.
Resistance. Natural Armor is reduced to 5 when used with Armor. Natural Armor (44): Natural Armor adds to the Character's Damage
Crawler: The Character can attach itself to walls and surroundings. No Resistance. Natural Armor is reduced to 5 when used with Armor.
Penalties for Difficult Terrain and gains +40 to Climbing Actions. Crawler: The Character can attach itself to walls and surroundings. No
Weak Point: The Character has a Weak Point on the back that reduces Penalties for Difficult Terrain and gains +40 to Climbing Actions.
the Character’s Armor down to 20 when struck. Weak Point: The Character has a Weak Point on the back that reduces
Charge: The Character doubles their Agility when figuring Charge the Character’s Armor down to 20 when struck.
distance. Charge: The Character doubles their Agility when figuring Charge
EXPERIENCE PAYOUT WOUNDS LUCK distance.
165 88 -- EXPERIENCE PAYOUT WOUNDS LUCK
170 88 --

18
BROOD COMMANDER BILE TITAN
CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
45 50 65 5 30 35 35 55 45 55 50 65 30 5 35 20 30 60 35 40
+5 +6 -- MYTHIC CHARACTERISTICS +8 +9 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.) HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.) WEIGHT Kilograms ( lb.)
SIZE Huge SIZE Great
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Reinforcements: As a Full Action, the Character can alert other allied Extreme Sweep: The Bile Titan can make a Half Action Melee Attack
Characters within a massive 1,000 Meter radius. The GM may decide that doubles their Strength Modifier when finding Damage and Pierce.
how many Reinforcements and of what kind arrive. This Attack sweeps up to 5 Meters out from the Character.
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce Massive Natural Weapon: Gives the Character +5 to Damage and +2
when using Unarmed Melee Attacks. to Pierce when using Unarmed Melee Attacks. Targets struck must
Built Tough: Gives a +40 Bonus to Opposing Grapples or any Actions make a -20 Toughness Test. If failed, the Target is sent flying 1D5
for falling over. Meters and is left Prone on the ground. If successful, the Target is
Natural Armor (25): Natural Armor adds to the Character's Damage pushed back 1D5 Meters but is not left Prone.
Resistance. Natural Armor is reduced to 5 when used with Armor. Built Tough: Gives a +80 Bonus to Opposing Grapples or any Actions
Crawler: The Character can attach itself to walls and surroundings. No for falling over.
Penalties for Difficult Terrain and gains +40 to Climbing Actions. Natural Armor (50): Natural Armor adds to the Character's Damage
Hard Headed: The Character has a very strong Head Armor. This Resistance. Natural Armor is reduced to 5 when used with Armor.
increases the Character’s Head Natural Armor to 40. Crawler: The Character can attach itself to walls and surroundings. No
Weak Point: The Character has a Weak Point on the back that reduces Penalties for Difficult Terrain and gains +40 to Climbing Actions.
the Character’s Armor down to 20 when struck. Weak Point: The Character has a Weak Point on the back that reduces
EXPERIENCE PAYOUT WOUNDS LUCK the Character’s Armor down to 20 when struck.
220 102 -- EXPERIENCE PAYOUT WOUNDS LUCK
230 156 --

19

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